human: Given a hyperedge-centered hypergraph: <hypergraph>, where the center hyperedge is induced by one source paper and its member nodes are the cited papers.

Details of the hypergraph:
Center hyperedge (induced by source paper "adaptive symmetric reward noising for reinforcement learning"):
  Abstract: Recent reinforcement learning algorithms, though achieving impressive results in various fields, suffer from brittle training effects such as regression in results and high sensitivity to initialization and parameters. We claim that some of the brittleness stems from variance differences, i.e. when different environment areas - states and/or actions - have different rewards variance. This causes two problems: First, the "Boring Areas Trap" in algorithms such as Q-learning, where moving between areas depends on the current area variance, and getting out of a boring area is hard due to its low variance. Second, the "Manipulative Consultant" problem, when value-estimation functions used in DQN and Actor-Critic algorithms influence the agent to prefer boring areas, regardless of the mean rewards return, as they maximize estimation precision rather than rewards. This sheds a new light on how exploration contribute to training, as it helps with both challenges. Cognitive experiments in humans showed that noised reward signals may paradoxically improve performance. We explain this using the two mentioned problems, claiming that both humans and algorithms may share similar challenges. Inspired by this result, we propose the Adaptive Symmetric Reward Noising (ASRN), by which we mean adding Gaussian noise to rewards according to their states' estimated variance, thus avoiding the two problems while not affecting the environment's mean rewards behavior. We conduct our experiments in a Multi Armed Bandit problem with variance differences. We demonstrate that a Q-learning algorithm shows the brittleness effect in this problem, and that the ASRN scheme can dramatically improve the results. We show that ASRN helps a DQN algorithm training process reach better results in an end to end autonomous driving task using the AirSim driving simulator.

Includes members:
  Member "soft actor critic off policy maximum entropy deep reinforcement learning with a stochastic actor":
    also connected through other hyperedges:
      - Hyperedge HE-1 (induced by source paper "learning to walk in the real world with minimal human effort")
  Member "parameter space noise for exploration":
    also connected through other hyperedges:
      - Hyperedge HE-2 (induced by source paper "effective diversity in population based reinforcement learning")
  Member "curiosity driven exploration by self supervised prediction":
    also connected through other hyperedges:
      - Hyperedge HE-3 (induced by source paper "deep reinforcement learning for autonomous driving a survey")
  Member "proximal policy optimization algorithms":
    also connected through other hyperedges:
      - Hyperedge HE-4 (induced by source paper "deep reinforcement learning for autonomous driving a survey")
  Member "taming the noise in reinforcement learning via soft updates":
    also connected through other hyperedges:
      - Hyperedge HE-5 (induced by source paper "addressing value estimation errors in reinforcement learning with a state action return distribution function")
  Member "trust region policy optimization":
    also connected through other hyperedges:
      - Hyperedge HE-6 (induced by source paper "deep reinforcement learning for autonomous driving a survey")
  Member "reinforcement learning a survey":
    also connected through other hyperedges:
      - Hyperedge HE-7 (induced by source paper "online fast adaptation and knowledge accumulation a new approach to continual learning")

Question: Please tell me which class the source paper belongs to. The 40 classes are: cs.NA(Numerical Analysis), cs.MM(Multimedia), cs.LO(Logic in Computer Science), cs.CY(Computers and Society), cs.CR(Cryptography and Security), cs.DC(Distributed, Parallel, and Cluster Computing), cs.HC(Human-Computer Interaction), cs.CE(Computational Engineering, Finance, and Science), cs.NI(Networking and Internet Architecture), cs.CC(Computational Complexity), cs.AI(Artificial Intelligence), cs.MA(Multiagent Systems), cs.GL(General Literature), cs.NE(Neural and Evolutionary Computing), cs.SC(Symbolic Computation), cs.AR(Hardware Architecture), cs.CV(Computer Vision and Pattern Recognition), cs.GR(Graphics), cs.ET(Emerging Technologies), cs.SY(Systems and Control), cs.CG(Computational Geometry), cs.OH(Other Computer Science), cs.PL(Programming Languages), cs.SE(Software Engineering), cs.LG(Machine Learning), cs.SD(Sound), cs.SI(Social and Information Networks), cs.RO(Robotics), cs.IT(Information Theory), cs.PF(Performance), cs.CL(Computation and Language), cs.IR(Information Retrieval), cs.MS(Mathematical Software), cs.FL(Formal Languages and Automata Theory), cs.DS(Data Structures and Algorithms), cs.OS(Operating Systems), cs.GT(Computer Science and Game Theory), cs.DB(Databases), cs.DL(Digital Libraries), cs.DM(Discrete Mathematics). Directly output the class name.

gpt: cs.LG(Machine Learning)