# Informative Sample Selection Model for Skeleton-based Action Recognition with Limited Training Samples

arXiv: https://arxiv.org/abs/2510.25345 · HTML: https://mlsanity.com/paper/2510.25345/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 31 of its 66 references that are in the map.
- First posted on arXiv 29 Oct 2025.

## Builds on (most cited first, 30 of 31)

- [Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks](https://mlsanity.com/paper/1703.03400/) (2017)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [Hyperbolic Neural Networks](https://mlsanity.com/paper/1805.09112/) (2018)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation](https://mlsanity.com/paper/1604.06057/) (2016)
- [Variational Adversarial Active Learning](https://mlsanity.com/paper/1904.00370/) (2019)
- [Actional-Structural Graph Convolutional Networks for Skeleton-based Action Recognition](https://mlsanity.com/paper/1904.12659/) (2019)
- [Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognition](https://mlsanity.com/paper/1607.07043/) (2016)
- [Cross-view Action Modeling, Learning and Recognition](https://mlsanity.com/paper/1405.2941/) (2014)
- [A New Representation of Skeleton Sequences for 3D Action Recognition](https://mlsanity.com/paper/1703.03492/) (2017)
- [Consistency-based Semi-supervised Active Learning: Towards Minimizing Labeling Cost](https://mlsanity.com/paper/1910.07153/) (2019)
- [Skeleton-Based Action Recognition with Multi-Stream Adaptive Graph Convolutional Networks](https://mlsanity.com/paper/1912.06971/) (2019)
- [MS2L: Multi-Task Self-Supervised Learning for Skeleton Based Action Recognition](https://mlsanity.com/paper/2010.05599/) (2020)
- [Partially Observable Markov Decision Processes in Robotics: A Survey](https://mlsanity.com/paper/2209.10342/) (2022)
- [Dynamic GCN: Context-enriched Topology Learning for Skeleton-based Action Recognition](https://mlsanity.com/paper/2007.14690/) (2020)
- [Skeleton-Contrastive 3D Action Representation Learning](https://mlsanity.com/paper/2108.03656/) (2021)
- [Semi-Supervised Action Recognition with Temporal Contrastive Learning](https://mlsanity.com/paper/2102.02751/) (2021)
- [3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition](https://mlsanity.com/paper/2303.14474/) (2023)
- [LLMs are Good Action Recognizers](https://mlsanity.com/paper/2404.00532/) (2024)
- [Adversarial Self-Supervised Learning for Semi-Supervised 3D Action Recognition](https://mlsanity.com/paper/2007.05934/) (2020)
- [Diff-Tracker: Text-to-Image Diffusion Models are Unsupervised Trackers](https://mlsanity.com/paper/2407.08394/) (2024)
- [Distilling Inter-Class Distance for Semantic Segmentation](https://mlsanity.com/paper/2205.03650/) (2022)
- [HOPC: Histogram of Oriented Principal Components of 3D Pointclouds for Action Recognition](https://mlsanity.com/paper/1408.3809/) (2014)
- [Skeleton-Based Mutually Assisted Interacted Object Localization and Human Action Recognition](https://mlsanity.com/paper/2110.14994/) (2021)
- [Action Recognition Based on Joint Trajectory Maps with Convolutional Neural Networks](https://mlsanity.com/paper/1612.09401/) (2016)
- [LMC: Large Model Collaboration with Cross-assessment for Training-Free Open-Set Object Recognition](https://mlsanity.com/paper/2309.12780/) (2023)
- [Motion-driven Visual Tempo Learning for Video-based Action Recognition](https://mlsanity.com/paper/2202.12116/) (2022)
- [Visual Prompting for One-shot Controllable Video Editing without Inversion](https://mlsanity.com/paper/2504.14335/) (2025)

## Built on by (most cited first, 4 of 4)

- [Frequency-Enhanced Diffusion Models: Curriculum-Guided Semantic Alignment for Zero-Shot Skeleton Action Recognition](https://mlsanity.com/paper/2604.09063/) (2026)
- [DART: Difficulty-Adaptive Routing for Zero-Shot Video Temporal Grounding](https://mlsanity.com/paper/2607.00672/) (2026)
- [M3GCLR: Multi-View Mini-Max Infinite Skeleton-Data Game Contrastive Learning For Skeleton-Based Action Recognition](https://mlsanity.com/paper/2603.09367/) (2026)
- [SkelHCC: A Hyperbolic CLIP-Driven Cache Adaptation Framework for Skeleton-based One-Shot Action Recognition](https://mlsanity.com/paper/2606.03610/) (2026)

## Abstract (arXiv)

Skeleton-based human action recognition aims to classify human skeletal sequences, which are spatiotemporal representations of actions, into predefined categories. To reduce the reliance on costly annotations of skeletal sequences while maintaining competitive recognition accuracy, the task of 3D Action Recognition with Limited Training Samples, also known as semi-supervised 3D Action Recognition, has been proposed. In addition, active learning, which aims to proactively select the most informative unlabeled samples for annotation, has been explored in semi-supervised 3D Action Recognition for training sample selection. Specifically, researchers adopt an encoder-decoder framework to embed skeleton sequences into a latent space, where clustering information, combined with a margin-based selection strategy using a multi-head mechanism, is utilized to identify the most informative sequences in the unlabeled set for annotation. However, the most representative skeleton sequences may not necessarily be the most informative for the action recognizer, as the model may have already acquired similar knowledge from previously seen skeleton samples. To solve it, we reformulate Semi-supervised 3D action recognition via active learning from a novel perspective by casting it as a Markov Decision Process (MDP). Built upon the MDP framework and its training paradigm, we train an informative sample selection model to intelligently guide the selection of skeleton sequences for annotation. To enhance the representational capacity of the factors in the state-action pairs within our method, we project them from Euclidean space to hyperbolic space. Furthermore, we introduce a meta tuning strategy to accelerate the deployment of our method in real-world scenarios. Extensive experiments on three 3D action recognition benchmarks demonstrate the effectiveness of our method.
