Miaomiao Wei

2papers

2 Papers

34.8CVMar 10
M3GCLR: Multi-View Mini-Max Infinite Skeleton-Data Game Contrastive Learning For Skeleton-Based Action Recognition

Yanshan Li, Ke Ma, Miaomiao Wei et al.

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.

CVNov 18, 2025
DoGCLR: Dominance-Game Contrastive Learning Network for Skeleton-Based Action Recognition

Yanshan Li, Ke Ma, Miaomiao Wei et al.

Existing self-supervised contrastive learning methods for skeleton-based action recognition often process all skeleton regions uniformly, and adopt a first-in-first-out (FIFO) queue to store negative samples, which leads to motion information loss and non-optimal negative sample selection. To address these challenges, this paper proposes Dominance-Game Contrastive Learning network for skeleton-based action Recognition (DoGCLR), a self-supervised framework based on game theory. DoGCLR models the construction of positive and negative samples as a dynamic Dominance Game, where both sample types interact to reach an equilibrium that balances semantic preservation and discriminative strength. Specifically, a spatio-temporal dual weight localization mechanism identifies key motion regions and guides region-wise augmentations to enhance motion diversity while maintaining semantics. In parallel, an entropy-driven dominance strategy manages the memory bank by retaining high entropy (hard) negatives and replacing low-entropy (weak) ones, ensuring consistent exposure to informative contrastive signals. Extensive experiments are conducted on NTU RGB+D and PKU-MMD datasets. On NTU RGB+D 60 X-Sub/X-View, DoGCLR achieves 81.1%/89.4% accuracy, and on NTU RGB+D 120 X-Sub/X-Set, DoGCLR achieves 71.2%/75.5% accuracy, surpassing state-of-the-art methods by 0.1%, 2.7%, 1.1%, and 2.3%, respectively. On PKU-MMD Part I/Part II, DoGCLR performs comparably to the state-of-the-art methods and achieves a 1.9% higher accuracy on Part II, highlighting its strong robustness on more challenging scenarios.