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: "mutual mobile membranes with timers"
  Abstract: A feature of current membrane systems is the fact that objects and membranes are persistent. However, this is not true in the real world. In fact, cells and int racellular proteins have a well-defined lifetime. Inspired from these biological facts, we define a m odel of systems of mobile membranes in which each membrane and each object has a timer representing their lifetime. We show that systems of mutual mobile membranes with and without timers have the same computational power. An encoding of timed safe mobile ambients into systems of mutual mobile membranes with timers offers a relationship between two formalisms used in describing biological systems. Membrane systems are essentially parallel and nondeterministic computing models inspired by the compartments of eukaryotic cells and their biochemical reactions. The structure of the cell is represented by a set of hierarchically embedded regions, each one delimited by a surrounding boundary (called membrane), and all of them contained inside an external special membrane called skin. The molecular species (ions, proteins, etc.) floating inside cellular com partments are represented by multisets of objects described by means of symbols or strings over a given alphabet. The objects can be modified or communicated between adjacent compartments. Chemical reactions are represented by evolution rules which operate on the objects, as well as on the compartmentalized structure (by dissolving, dividing, creating, or moving membranes). A membrane system can perform computations in the following way: starting from an initial configuration which is defined by the multiset of objects initial ly placed inside the membranes, the system evolves by applying the evolution rules of each membrane in a nondeterministic and maximally parallel manner. A rule is applicable when all the objects which appear in its left hand side are available in the region where the rule is placed. The maximally parallel way of using the rules means that in each step, in each region of the system, we apply a maximal multiset of rules, namely a multiset of rules such that no further rule can be added to the set. A halting configuration i s reached when no rule is applicable. The result is represented by the number of objects from a specifie d membrane. Several variants of membrane systems are inspired by different aspects of living cells (symport and antiport-based communication through membranes, catalytic objects, membrane charge, etc.). Their computing power and efficiency have been investigated using the approaches of formal languages and grammars, register machines and complexity theory. Membrane systems (also called P systems) are presented together with many variants and examples in [33]. Several applications of these systems are presented in [20]. An updated bibliography can be found at the P systems web page [35]. A first attempt to define mobile P systems is presented in [34] w here the rules are similar to those of mobile ambients [10]. Inspired by the operations of endocytosis and exocytosis, namely moving a membrane inside a neighbouring membrane (endocytosis) and moving a membrane outside the membrane

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.FL(Formal Languages and Automata Theory)