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: "on dynamics in selfish network creation"
  Abstract: We consider the dynamic behavior of several variants of the Network Creation Game, introduced by Fabrikant et al. [PODC'03]. Equilibrium networks in these models have desirable properties like low social cost and small diameter, which makes them attractive for the decentralized creation of overlay-networks. Unfortunately, due to the non-constructiveness of the Nash equilibrium, no distributed algorithm for finding such networks is known. We treat these games as sequential-move games and analyze whether (uncoordinated) selfish play eventually converges to an equilibrium state. Thus, we shed light on one of the most natural algorithms for this problem: distributed local search, where in each step some agent performs a myopic selfish improving move. #R##N#We show that fast convergence is guaranteed for all versions of Swap Games, introduced by Alon et al. [SPAA'10], if the initial network is a tree, and show that this process can be sped up to an almost optimal number of moves. For non-tree networks we show the surprising result that even one non-tree edge suffices to destroy the convergence guarantee and no move policy can enforce convergence. This answers an open problem from Ehsani et al. [SPAA'11] in the negative. We extend our negative results to the well-studied original version and prove that there is no convergence guarantee -- even if all agents play optimally. Furthermore, we show the quite surprising result that employing cost-sharing yields even worse dynamic behavior. #R##N#Finally, we contrast our mostly negative theoretical results by a careful empirical study. Our simulations indicate two positive facts: (1) The non-convergent behavior seems to be confined to a small set of pathological instances and is unlikely to show up in practice. (2) In all our simulations we observed a remarkably fast convergence towards a stable network in O(n) steps, where n is the number of agents.

Connected through hyperedge HE-1 (induced by source paper "the efficiency of best response dynamics"):
  with members:
    - "do capacity constraints constrain coalitions"
    - "efficient computation of approximate pure nash equilibria in congestion games"

Connected through hyperedge HE-2 (induced by source paper "geometric network creation games"):
  with members:
    - "on the constant price of anarchy conjecture"
    - "on the tree conjecture for the network creation game"
    - "network creation games structure vs anarchy"
    - "selfish network creation with non uniform edge cost"
    - "locality based network creation games"
    - "on selfish creation of robust networks"
    - "strategic network formation with attack and immunization"
    - "network creation games think global act local"

Connected through hyperedge HE-3 (induced by source paper "coordination games on weighted directed graphs"):
  with members:
    - "self stabilization through the lens of game theory"
    - "efficient local search in coordination games on graphs"
    - "coordination games on directed graphs"
    - "efficient equilibria in polymatrix coordination games"
    - "existence of stability in hedonic coalition formation games"
    - "a classification of weakly acyclic games"
    - "social network games"
    - "diffusion in social networks with competing products"

Connected through hyperedge HE-4 (induced by source paper "reasoning about social choice and games in monadic fixed point logic"):
  with members:
    - "fair allocation of indivisible items with externalities"
    - "coordination games on directed graphs"
    - "a classification of weakly acyclic games"
    - "arithmetic first order logic and counting quantifiers"

Connected through hyperedge HE-5 (induced by source paper "network creation games with local information and edge swaps"):
  with members:
    - "on the tree conjecture for the network creation game"
    - "locality based network creation games"
    - "network creation games think global act local"

Connected through hyperedge HE-6 (induced by source paper "on the tree conjecture for the network creation game"):
  with members:
    - "on the constant price of anarchy conjecture"
    - "network creation games structure vs anarchy"
    - "selfish network creation with non uniform edge cost"
    - "on strong equilibria and improvement dynamics in network creation games"
    - "locality based network creation games"
    - "on selfish creation of robust networks"
    - "strategic network formation with attack and immunization"
    - "a bounded budget network creation game"

Connected through hyperedge HE-7 (induced by source paper "selfish network creation with non uniform edge cost"):
  with members:
    - "locality based network creation games"
    - "network creation games think global act local"
    - "quality of service in network creation games"
    - "network formation games with heterogeneous players and the internet structure"
    - "tree nash equilibria in the network creation game"
    - "greedy selfish network creation"

Connected through hyperedge HE-8 (induced by source paper "on strong equilibria and improvement dynamics in network creation games"):
  with members:
    - "on the tree conjecture for the network creation game"
    - "selfish network creation with non uniform edge cost"
    - "tree nash equilibria in the network creation game"
    - "greedy selfish network creation"

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)