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: "solving parity games using an automata based algorithm"
  Abstract: Parity games are abstract infinite-round games that take an important role in formal verification. In the basic setting, these games are two-player, turn-based, and played under perfect information on directed graphs, whose nodes are labeled with priorities. The winner of a play is determined according to the parities (even or odd) of the minimal priority occurring infinitely often in that play. The problem of finding a winning strategy in parity games is known to be in UPTime $\cap$ CoUPTime and deciding whether a polynomial time solution exists is a long-standing open question. In the last two decades, a variety of algorithms have been proposed. Many of them have been also implemented in a platform named PGSolver. This has enabled an empirical evaluation of these algorithms and a better understanding of their relative merits. In this paper, we further contribute to this subject by implementing, for the first time, an algorithm based on alternating automata. More precisely, we consider an algorithm introduced by Kupferman and Vardi that solves a parity game by solving the emptiness problem of a corresponding alternating parity automaton. Our empirical evaluation demonstrates that this algorithm outperforms other algorithms when the game has a a small number of priorities relative to the size of the game. In many concrete applications, we do indeed end up with parity games where the number of priorities is relatively small. This makes the new algorithm quite useful in practice.

Connected through hyperedge HE-1 (induced by source paper "simple fixpoint iteration to solve parity games"):
  with members:
    - "a comparison of bdd based parity game solvers"
    - "oink an implementation and evaluation of modern parity game solvers"
    - "a parity game tale of two counters"
    - "attracting tangles to solve parity games"
    - "succinct progress measures for solving parity games"
    - "benchmarks for parity games"
    - "the fixpoint iteration algorithm for parity games"

Connected through hyperedge HE-2 (induced by source paper "a parity game tale of two counters"):
  with members:
    - "simple fixpoint iteration to solve parity games"
    - "parity games zielonka s algorithm in quasi polynomial time"
    - "oink an implementation and evaluation of modern parity game solvers"
    - "attracting tangles to solve parity games"
    - "robust exponential worst cases for divide et impera algorithms for parity games"
    - "efficient parallel strategy improvement for parity games"
    - "succinct progress measures for solving parity games"
    - "a delayed promotion policy for parity games"

Connected through hyperedge HE-3 (induced by source paper "quasipolynomial set based symbolic algorithms for parity games"):
  with members:
    - "oink an implementation and evaluation of modern parity game solvers"
    - "lower bounds for symbolic computation on graphs strongly connected components liveness safety and diameter"
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "succinct progress measures for solving parity games"
    - "winning cores in parity games"
    - "improved algorithms for one pair and k pair streett objectives"
    - "generating and solving symbolic parity games"
    - "the fixpoint iteration algorithm for parity games"

Connected through hyperedge HE-4 (induced by source paper "a comparison of bdd based parity game solvers"):
  with members:
    - "oink an implementation and evaluation of modern parity game solvers"
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "succinct progress measures for solving parity games"
    - "a delayed promotion policy for parity games"
    - "benchmarks for parity games"
    - "the fixpoint iteration algorithm for parity games"
    - "zielonka s recursive algorithm dull weak and solitaire games and tighter bounds"
    - "alpaga a tool for solving parity games with imperfect information"

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.GT(Computer Science and Game Theory)