human: Given a node-centered hypergraph: <hypergraph>, where nodes represent papers and hyperedges represent sets of papers co-cited by a source paper.

Details of the hypergraph:
Center node: "automatic game design via mechanic generation"
  Abstract: Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics---what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements---controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.

Connected through hyperedge HE-1 (induced by source paper "conceptual game expansion"):
  with members:
    - "approximating cnns with bag of local features models works surprisingly well on imagenet"
    - "monte carlo tree search for simulation based strategy analysis"
    - "world models"
    - "evolving mario levels in the latent space of a deep convolutional generative adversarial network"
    - "automated playtesting with procedural personas through mcts with evolved heuristics"
    - "automated game design via conceptual expansion"
    - "automatic mapping of nes games with mappy"
    - "procedural content generation via machine learning pcgml"

Connected through hyperedge HE-2 (induced by source paper "controllable level blending between games using variational autoencoders"):
  with members:
    - "general video game rule generation"
    - "tile pattern kl divergence for analysing and evolving game levels"
    - "evolving mario levels in the latent space of a deep convolutional generative adversarial network"
    - "explainable pcgml via game design patterns"
    - "automated game design via conceptual expansion"
    - "procedural content generation via machine learning pcgml"
    - "the vglc the video game level corpus"
    - "super mario as a string platformer level generation via lstms"

Connected through hyperedge HE-3 (induced by source paper "automated game design via conceptual expansion"):
  with members:
    - "general video game rule generation"
    - "creative invention benchmark"
    - "automatic mapping of nes games with mappy"
    - "procedural content generation via machine learning pcgml"
    - "charda causal hybrid automata recovery via dynamic analysis"
    - "automated game design learning"
    - "learning to blend computer game levels"

Question: Please tell me which class the center node 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.AI(Artificial Intelligence)