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arXiv 2603.09367cs.CVcs.AI

M3GCLR:多视角最小-最大无限骨架-数据游戏对比学习用于基于骨架的动作识别

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

Yanshan Li, Ke Ma, Miaomiao Wei, Linhui Dai

AI总结:

M3GCLR通过多视角最小-最大无限骨架-数据游戏对比学习,提升骨架动作识别的准确性和鲁棒性。

摘要:

近年来,对比学习作为一种有效的方法,已引起广泛关注,以减少对标注数据的依赖。然而,现有的自监督骨架动作识别方法仍然面临三个主要限制:对视图差异建模不足、缺乏有效的对抗机制以及不可控的增强扰动。为了解决这些问题,我们提出了多视角最小-最大无限骨架-数据游戏对比学习(M3GCLR),一种博弈论对比框架。首先,我们建立了无限骨架-数据游戏(ISG)模型和ISG平衡定理,并进一步提供了严谨的证明,使基于多视角互信息的最小-最大优化成为可能。然后,我们通过多视角旋转增强生成正常-极端数据对,并采用时间平均输入作为中性锚点,以实现结构对齐,从而显式地表征扰动强度。接下来,利用所提出的平衡定理,我们构建了一个强对抗的最小-最大骨架-数据游戏,以鼓励模型挖掘更丰富的动作判别信息。最后,我们引入了双损失平衡优化器来优化游戏平衡,使学习过程在最大化动作相关信息的同时最小化编码冗余,并证明所提出的优化器与ISG模型的等价性。广泛的实验表明,M3GCLR在NTU RGB+D 60(X-Sub,X-View)上实现了三流82.1%、85.8%的准确率,在NTU RGB+D 120(X-Sub,X-Set)上实现了72.3%、75.0%的准确率。在PKU-MMD Part I和II上,分别达到了89.1%、45.2%的三流准确率,所有结果均匹配或优于最先进性能。消融研究证实了每个组件的有效性。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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