PGformer: Proxy-Bridged Game Transformer for Multi-Person Extremely Interactive Motion Prediction
Multi-person motion prediction is a challenging task, especially for real-world scenarios of densely interacted persons. Most previous works have been devoted to studying the case of weak interactions (e.g., hand-shaking), which typically forecast each human pose in isolation. In this paper, we focus on motion prediction for multiple persons with extreme collaborations and attempt to explore the relationships between the highly interactive persons' motion trajectories. Specifically, a novel cross-query attention (XQA) module is proposed to bilaterally learn the cross-dependencies between the two pose sequences tailored for this situation. Additionally, we introduce and build a proxy entity to bridge the involved persons, which cooperates with our proposed XQA module and subtly controls the bidirectional information flows, acting as a motion intermediary. We then adapt these designs to a Transformer-based architecture and devise a simple yet effective end-to-end framework called proxy-bridged game Transformer (PGformer) for multi-person interactive motion prediction. The effectiveness of our method has been evaluated on the challenging ExPI dataset, which involves highly interactive actions. We show that our PGformer consistently outperforms the state-of-the-art methods in both short- and long-term predictions by a large margin. Besides, our approach can also be compatible with the weakly interacted CMU-Mocap and MuPoTS-3D datasets and achieve encouraging results. Our code will become publicly available upon acceptance.
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