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: "timed parity games complexity and robustness"
  Abstract: We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to play strategies that ensure that the player cannot be responsible for causing a zeno run. First, we present an efficient reduction of these games to \emph{turn-based} (i.e., not concurrent) \emph{finite-state} (i.e., untimed) parity games. Our reduction improves the best known complexity for solving timed parity games. Moreover, the rich class of algorithms for classical parity games can now be applied to timed parity games. The states of the resulting game are based on clock regions of the original game, and the state space of the finite game is linear in the size of the region graph. #R##N#Second, we consider two restricted classes of strategies for the player that represents the controller in a real-time synthesis problem, namely, \emph{limit-robust} and \emph{bounded-robust} winning strategies. Using a limit-robust winning strategy, the controller cannot choose an exact real-valued time delay but must allow for some nonzero jitter in each of its actions. If there is a given lower bound on the jitter, then the strategy is bounded-robust winning. We show that exact strategies are more powerful than limit-robust strategies, which are more powerful than bounded-robust winning strategies for any bound. For both kinds of robust strategies, we present efficient reductions to standard timed automaton games. These reductions provide algorithms for the synthesis of robust real-time controllers.

Connected through hyperedge HE-1 (induced by source paper "timed network games with clocks"):
  with members:
    - "mean payoff games on timed automata"
    - "adding negative prices to priced timed games"
    - "reachability in two clock timed automata is pspace complete"
    - "on subgame perfection in quantitative reachability games"

Connected through hyperedge HE-2 (induced by source paper "differential game logic"):
  with members:
    - "differential hybrid games"
    - "a uniform substitution calculus for differential dynamic logic"
    - "the structure of differential invariants and differential cut elimination"
    - "o minimal hybrid reachability games"
    - "on the expressiveness and complexity of atl"

Connected through hyperedge HE-3 (induced by source paper "hybrid automata for formal modeling and verification of cyber physical systems"):
  with members:
    - "safe schedulability of bounded rate multi mode systems"
    - "on zone based analysis of duration probabilistic automata"
    - "model checking probabilistic timed automata with one or two clocks"

Connected through hyperedge HE-4 (induced by source paper "improved algorithms for one pair and k pair streett objectives"):
  with members:
    - "faster algorithms for alternating refinement relations"
    - "an o n 2 time algorithm for alternating b uchi games"

Connected through hyperedge HE-5 (induced by source paper "improved algorithms for parity and streett objectives"):
  with members:
    - "algorithms for algebraic path properties in concurrent systems of constant treewidth components"

Connected through hyperedge HE-6 (induced by source paper "a parametric counterexample refinement approach for robust timed specifications"):
  with members:
    - "the parma polyhedra library toward a complete set of numerical abstractions for the analysis and verification of hardware and software systems"

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.LO(Logic in Computer Science)