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: "learning dynamics and the co evolution of competing sexual species"
  Abstract: We analyze a stylized model of co-evolution between any two purely competing species (e.g., host and parasite), both sexually reproducing. Similarly to a recent model of Livnat \etal~\cite{evolfocs14} the fitness of an individual depends on whether the truth assignments on $n$ variables that reproduce through recombination satisfy a particular Boolean function. Whereas in the original model a satisfying assignment always confers a small evolutionary advantage, in our model the two species are in an evolutionary race with the parasite enjoying the advantage if the value of its Boolean function matches its host, and the host wishing to mismatch its parasite. Surprisingly, this model makes a simple and robust behavioral prediction. The typical system behavior is \textit{periodic}. These cycles stay bounded away from the boundary and thus, \textit{learning-dynamics competition between sexual species can provide an explanation for genetic diversity.} This explanation is due solely to the natural selection process. No mutations, environmental changes, etc., need be invoked. #R##N#The game played at the gene level may have many Nash equilibria with widely diverse fitness levels. Nevertheless, sexual evolution leads to gene coordination that implements an optimal strategy, i.e., an optimal population mixture, at the species level. Namely, the play of the many "selfish genes" implements a time-averaged correlated equilibrium where the average fitness of each species is exactly equal to its value in the two species zero-sum competition. #R##N#Our analysis combines tools from game theory, dynamical systems and Boolean functions to establish a novel class of conservative dynamical systems.

Connected through hyperedge HE-1 (induced by source paper "the route to chaos in routing games when is price of anarchy too optimistic"):
  with members:
    - "fast and furious learning in zero sum games vanishing regret with non vanishing step sizes"
    - "alpha rank multi agent evaluation by evolution"
    - "vortices instead of equilibria in minmax optimization chaos and butterfly effects of online learning in zero sum games"
    - "multi agent learning in network zero sum games is a hamiltonian system"
    - "shrewd selection speeds surfing use smart exp3"
    - "cycles in adversarial regularized learning"
    - "multiplicative weights update with constant step size in congestion games convergence limit cycles and chaos"
    - "learning in games robustness of fast convergence"

Connected through hyperedge HE-2 (induced by source paper "alpha rank multi agent evaluation by evolution"):
  with members:
    - "emergent coordination through competition"
    - "a generalised method for empirical game theoretic analysis"
    - "re evaluating evaluation"
    - "the exact computational complexity of evolutionarily stable strategies"
    - "multiplicative weights update with constant step size in congestion games convergence limit cycles and chaos"
    - "a unified game theoretic approach to multiagent reinforcement learning"
    - "deepstack expert level artificial intelligence in heads up no limit poker"
    - "average case performance of replicator dynamics in potential games via computing regions of attraction"

Connected through hyperedge HE-3 (induced by source paper "fast and furious learning in zero sum games vanishing regret with non vanishing step sizes"):
  with members:
    - "alpha rank multi agent evaluation by evolution"
    - "multi agent learning in network zero sum games is a hamiltonian system"
    - "open ended learning in symmetric zero sum games"
    - "the mechanics of n player differentiable games"
    - "re evaluating evaluation"
    - "cycles in adversarial regularized learning"
    - "multiplicative weights update with constant step size in congestion games convergence limit cycles and chaos"
    - "training gans with optimism"

Connected through hyperedge HE-4 (induced by source paper "from darwin to poincar e and von neumann recurrence and cycles in evolutionary and algorithmic game theory"):
  with members:
    - "fast and furious learning in zero sum games vanishing regret with non vanishing step sizes"
    - "alpha rank multi agent evaluation by evolution"
    - "vortices instead of equilibria in minmax optimization chaos and butterfly effects of online learning in zero sum games"
    - "finite regret and cycles with fixed step size via alternating gradient descent ascent"
    - "multi agent learning in network zero sum games is a hamiltonian system"
    - "cycles in adversarial regularized learning"
    - "average case performance of replicator dynamics in potential games via computing regions of attraction"

Connected through hyperedge HE-5 (induced by source paper "vortices instead of equilibria in minmax optimization chaos and butterfly effects of online learning in zero sum games"):
  with members:
    - "the mechanics of n player differentiable games"
    - "negative momentum for improved game dynamics"
    - "cycles in adversarial regularized learning"
    - "multiplicative weights update with constant step size in congestion games convergence limit cycles and chaos"
    - "training gans with optimism"

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)