# BST: Badminton Stroke-type Transformer for Skeleton-based Action Recognition in Racket Sports

arXiv: https://arxiv.org/abs/2502.21085 · HTML: https://mlsanity.com/paper/2502.21085/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 39 references that are in the map.
- First posted on arXiv 28 Feb 2025.

## Builds on (most cited first, 20 of 20)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [An Empirical Evaluation of Generic Convolutional and Recurrent Networks for Sequence Modeling](https://mlsanity.com/paper/1803.01271/) (2018)
- [Deep High-Resolution Representation Learning for Human Pose Estimation](https://mlsanity.com/paper/1902.09212/) (2019)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [MotionBERT: A Unified Perspective on Learning Human Motion Representations](https://mlsanity.com/paper/2210.06551/) (2022)
- [RTMPose: Real-Time Multi-Person Pose Estimation based on MMPose](https://mlsanity.com/paper/2303.07399/) (2023)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [TrackNet: A Deep Learning Network for Tracking High-speed and Tiny Objects in Sports Applications](https://mlsanity.com/paper/1907.03698/) (2019)
- [Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.18941/) (2024)
- [Deep Multimodal Feature Analysis for Action Recognition in RGB+D Videos](https://mlsanity.com/paper/1603.07120/) (2016)
- [DG-STGCN: Dynamic Spatial-Temporal Modeling for Skeleton-based Action Recognition](https://mlsanity.com/paper/2210.05895/) (2022)
- [MonoTrack: Shuttle trajectory reconstruction from monocular badminton video](https://mlsanity.com/paper/2204.01899/) (2022)
- [Focal and Global Spatial-Temporal Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2210.02693/) (2022)
- [SoccerMap: A Deep Learning Architecture for Visually-Interpretable Analysis in Soccer](https://mlsanity.com/paper/2010.10202/) (2020)
- [Towards Structured Analysis of Broadcast Badminton Videos](https://mlsanity.com/paper/1712.08714/) (2017)
- [ShuttleSet: A Human-Annotated Stroke-Level Singles Dataset for Badminton Tactical Analysis](https://mlsanity.com/paper/2306.04948/) (2023)

## Built on by (most cited first, 2 of 2)

- [BadminSense: Enabling Fine-Grained Badminton Stroke Evaluation on a Single Smartwatch](https://mlsanity.com/paper/2603.21825/) (2026)
- [TemPose-TF-ASF: Two-Stage Bidirectional Stroke Context Fusion for Badminton Stroke Classification](https://mlsanity.com/paper/2605.02558/) (2026)

## Abstract (arXiv)

Badminton, known for having the fastest ball speeds among all sports, presents significant challenges to the field of computer vision, including player identification, court line detection, shuttlecock trajectory tracking, and player stroke-type classification. In this paper, we introduce a novel video clipping strategy to extract frames of each player's racket swing in a badminton broadcast match. These clipped frames are then processed by three existing models: one for Human Pose Estimation to obtain human skeletal joints, another for shuttlecock trajectory tracking, and the other for court line detection to determine player positions on the court. Leveraging these data as inputs, we propose Badminton Stroke-type Transformer (BST) to classify player stroke-types in singles. To the best of our knowledge, experimental results demonstrate that our method outperforms the previous state-of-the-art on the largest publicly available badminton video dataset (ShuttleSet), another badminton dataset (BadmintonDB), and a tennis dataset (TenniSet). These results suggest that effectively leveraging ball trajectory is a promising direction for action recognition in racket sports.
