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: "delay games with wmso u winning conditions"
  Abstract: Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. We consider delay games with winning conditions expressed in weak monadic second order logic with the unbounding quantifier, which is able to express (un)boundedness properties. We show that it is decidable whether the delaying player has a winning strategy using bounded lookahead and give a doubly-exponential upper bound on the necessary lookahead. In contrast, we show that bounded lookahead is not always sufficient to win such a game.

Connected through hyperedge HE-1 (induced by source paper "security aware synthesis using delayed action games"):
  with members:
    - "reactive control improvisation"
    - "strategy representation by decision trees in reactive synthesis"
    - "an automaton learning approach to solving safety games over infinite graphs"
    - "verification and control of partially observable probabilistic real time systems"
    - "integrating active sensing into reactive synthesis with temporal logic constraints under partial observations"

Connected through hyperedge HE-2 (induced by source paper "the complexity of transducer synthesis from multi sequential specifications"):
  with members:
    - "games with costs and delays"
    - "how much lookahead is needed to win infinite games"
    - "finite state strategies in delay games"
    - "multi sequential word relations"

Connected through hyperedge HE-3 (induced by source paper "finite state strategies in delay games"):
  with members:
    - "games with costs and delays"
    - "finite state strategies in delay games full version"
    - "how much lookahead is needed to win infinite games"
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "succinct progress measures for solving parity games"
    - "extending finite memory determinacy to multiplayer games"
    - "what are strategies in delay games borel determinacy for games with lookahead"
    - "degrees of lookahead in regular infinite games"

Connected through hyperedge HE-4 (induced by source paper "finite state strategies in delay games full version"):
  with members:
    - "games with costs and delays"
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "succinct progress measures for solving parity games"
    - "finite state strategies in delay games"
    - "easy to win hard to master optimal strategies in parity games with costs"
    - "extending finite memory determinacy to multiplayer games"
    - "what are strategies in delay games borel determinacy for games with lookahead"
    - "weak mso with the unbounding quantifier"

Connected through hyperedge HE-5 (induced by source paper "games with costs and delays"):
  with members:
    - "how much lookahead is needed to win infinite games"
    - "easy to win hard to master optimal strategies in parity games with costs"
    - "what are strategies in delay games borel determinacy for games with lookahead"
    - "parity and streett games with costs"
    - "degrees of lookahead in regular infinite games"
    - "optimal bounds in parametric ltl games"
    - "weak mso with the unbounding quantifier"

Connected through hyperedge HE-6 (induced by source paper "how much lookahead is needed to win infinite games"):
  with members:
    - "unbounded lookahead in wmso u games"
    - "what are strategies in delay games borel determinacy for games with lookahead"
    - "synthesis of deterministic top down tree transducers from automatic tree relations"

Connected through hyperedge HE-7 (induced by source paper "unbounded lookahead in wmso u games"):
  with members:
    - "the mso u theory of n is undecidable"
    - "what are strategies in delay games borel determinacy for games with lookahead"
    - "synthesis of deterministic top down tree transducers from automatic tree relations"

Connected through hyperedge HE-8 (induced by source paper "what are strategies in delay games borel determinacy for games with lookahead"):
  with members:
    - "how much lookahead is needed to win infinite games"
    - "the determinacy of context free games"

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)