# M3GCLR: Multi-View Mini-Max Infinite Skeleton-Data Game Contrastive Learning For Skeleton-Based Action Recognition

arXiv: https://arxiv.org/abs/2603.09367 · HTML: https://mlsanity.com/paper/2603.09367/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 25 of its 40 references that are in the map.
- First posted on arXiv 10 Mar 2026.

## Builds on (most cited first, 25 of 25)

- [Momentum Contrast for Unsupervised Visual Representation Learning](https://mlsanity.com/paper/1911.05722/) (2019)
- [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)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Deep Learning-Based Human Pose Estimation: A Survey](https://mlsanity.com/paper/2012.13392/) (2020)
- [3D Human Action Representation Learning via Cross-View Consistency Pursuit](https://mlsanity.com/paper/2104.14466/) (2021)
- [PKU-MMD: A Large Scale Benchmark for Continuous Multi-Modal Human Action Understanding](https://mlsanity.com/paper/1703.07475/) (2017)
- [Contrastive Learning with Stronger Augmentations](https://mlsanity.com/paper/2104.07713/) (2021)
- [MS2L: Multi-Task Self-Supervised Learning for Skeleton Based Action Recognition](https://mlsanity.com/paper/2010.05599/) (2020)
- [PREDICT & CLUSTER: Unsupervised Skeleton Based Action Recognition](https://mlsanity.com/paper/1911.12409/) (2019)
- [Contrastive Learning from Extremely Augmented Skeleton Sequences for Self-supervised Action Recognition](https://mlsanity.com/paper/2112.03590/) (2021)
- [Skeleton-Contrastive 3D Action Representation Learning](https://mlsanity.com/paper/2108.03656/) (2021)
- [Augmented Skeleton Based Contrastive Action Learning with Momentum LSTM for Unsupervised Action Recognition](https://mlsanity.com/paper/2008.00188/) (2020)
- [Actionlet-Dependent Contrastive Learning for Unsupervised Skeleton-Based Action Recognition](https://mlsanity.com/paper/2303.10904/) (2023)
- [CMD: Self-supervised 3D Action Representation Learning with Cross-modal Mutual Distillation](https://mlsanity.com/paper/2208.12448/) (2022)
- [Hierarchical Consistent Contrastive Learning for Skeleton-Based Action Recognition with Growing Augmentations](https://mlsanity.com/paper/2211.13466/) (2022)
- [Hierarchical Contrast for Unsupervised Skeleton-based Action Representation Learning](https://mlsanity.com/paper/2212.02082/) (2022)
- [ViA: View-invariant Skeleton Action Representation Learning via Motion Retargeting](https://mlsanity.com/paper/2209.00065/) (2022)
- [Part Aware Contrastive Learning for Self-Supervised Action Recognition](https://mlsanity.com/paper/2305.00666/) (2023)
- [Contrastive Learning from Spatio-Temporal Mixed Skeleton Sequences for Self-Supervised Skeleton-Based Action Recognition](https://mlsanity.com/paper/2207.03065/) (2022)
- [Unsupervised Motion Representation Learning with Capsule Autoencoders](https://mlsanity.com/paper/2110.00529/) (2021)
- [SCD-Net: Spatiotemporal Clues Disentanglement Network for Self-supervised Skeleton-based Action Recognition](https://mlsanity.com/paper/2309.05834/) (2023)
- [Vision-Language Meets the Skeleton: Progressively Distillation with Cross-Modal Knowledge for 3D Action Representation Learning](https://mlsanity.com/paper/2405.20606/) (2024)
- [Informative Sample Selection Model for Skeleton-based Action Recognition with Limited Training Samples](https://mlsanity.com/paper/2510.25345/) (2025)
- [Cross-Model Cross-Stream Learning for Self-Supervised Human Action Recognition](https://mlsanity.com/paper/2307.07791/) (2023)

## Abstract (arXiv)

In recent years, contrastive learning has drawn significant attention as an effective approach to reducing reliance on labeled data. However, existing methods for self-supervised skeleton-based action recognition still face three major limitations: insufficient modeling of view discrepancies, lack of effective adversarial mechanisms, and uncontrollable augmentation perturbations. To tackle these issues, we propose the Multi-view Mini-Max infinite skeleton-data Game Contrastive Learning for skeleton-based action Recognition (M3GCLR), a game-theoretic contrastive framework. First, we establish the Infinite Skeleton-data Game (ISG) model and the ISG equilibrium theorem, and further provide a rigorous proof, enabling mini-max optimization based on multi-view mutual information. Then, we generate normal-extreme data pairs through multi-view rotation augmentation and adopt temporally averaged input as a neutral anchor to achieve structural alignment, thereby explicitly characterizing perturbation strength. Next, leveraging the proposed equilibrium theorem, we construct a strongly adversarial mini-max skeleton-data game to encourage the model to mine richer action-discriminative information. Finally, we introduce the dual-loss equilibrium optimizer to optimize the game equilibrium, allowing the learning process to maximize action-relevant information while minimizing encoding redundancy, and we prove the equivalence between the proposed optimizer and the ISG model. Extensive Experiments show that M3GCLR achieves three-stream 82.1%, 85.8% accuracy on NTU RGB+D 60 (X-Sub, X-View) and 72.3%, 75.0% accuracy on NTU RGB+D 120 (X-Sub, X-Set). On PKU-MMD Part I and II, it attains 89.1%, 45.2% in three-stream respectively, all results matching or outperforming state-of-the-art performance. Ablation studies confirm the effectiveness of each component.
