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 "the efficiency of best response dynamics"):
  Abstract: Best response (BR) dynamics is a natural method by which players proceed toward a pure Nash equilibrium via a local search method. The quality of the equilibrium reached may depend heavily on the order by which players are chosen to perform their best response moves. A {\em deviator rule} $S$ is a method for selecting the next deviating player. We provide a measure for quantifying the performance of different deviator rules. The {\em inefficiency} of a deviator rule $S$ is the maximum ratio, over all initial profiles $p$, between the social cost of the worst equilibrium reachable by $S$ from $p$ and the social cost of the best equilibrium reachable from $p$. This inefficiency always lies between $1$ and the {\em price of anarchy}. #R##N#We study the inefficiency of various deviator rules in network formation games and job scheduling games (both are congestion games, where BR dynamics always converges to a pure NE). For some classes of games, we compute optimal deviator rules. Furthermore, we define and study a new class of deviator rules, called {\em local} deviator rules. Such rules choose the next deviator as a function of a restricted set of parameters, and satisfy a natural condition called {\em independence of irrelevant players}. We present upper bounds on the inefficiency of some local deviator rules, and also show that for some classes of games, no local deviator rule can guarantee inefficiency lower than the price of anarchy.

Includes members:
  Member "do capacity constraints constrain coalitions":
    also connected through other hyperedges:
      (none)
  Member "on dynamics in selfish network creation":
    also connected through other hyperedges:
      - Hyperedge HE-1 (induced by source paper "geometric network creation games")
  Member "efficient computation of approximate pure nash equilibria in congestion games":
    also connected through other hyperedges:
      - Hyperedge HE-2 (induced by source paper "existence and complexity of approximate equilibria in weighted congestion games")

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.GT(Computer Science and Game Theory)