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: "improving the price of anarchy for selfish routing via coordination mechanisms"
  Abstract: We reconsider the well-studied Selfish Routing game with affine latency functions. The Price of Anarchy for this class of games takes maximum value 4/3; this maximum is attained already for a simple network of two parallel links, known as Pigou's network. We improve upon the value 4/3 by means of Coordination Mechanisms. #R##N#We increase the latency functions of the edges in the network, i.e., if $\ell_e(x)$ is the latency function of an edge $e$, we replace it by $\hat{\ell}_e(x)$ with $\ell_e(x) \le \hat{\ell}_e(x)$ for all $x$. Then an adversary fixes a demand rate as input. The engineered Price of Anarchy of the mechanism is defined as the worst-case ratio of the Nash social cost in the modified network over the optimal social cost in the original network. Formally, if $\CM(r)$ denotes the cost of the worst Nash flow in the modified network for rate $r$ and $\Copt(r)$ denotes the cost of the optimal flow in the original network for the same rate then [\ePoA = \max_{r \ge 0} \frac{\CM(r)}{\Copt(r)}.] #R##N#We first exhibit a simple coordination mechanism that achieves for any network of parallel links an engineered Price of Anarchy strictly less than 4/3. For the case of two parallel links our basic mechanism gives 5/4 = 1.25. Then, for the case of two parallel links, we describe an optimal mechanism; its engineered Price of Anarchy lies between 1.191 and 1.192.

Connected through hyperedge HE-1 (induced by source paper "when does diversity of user preferences improve outcomes in selfish routing"):
  with members:
    - "multiplicative updates in coordination games and the theory of evolution"

Connected through hyperedge HE-2 (induced by source paper "designing networks with good equilibria under uncertainty"):
  with members:
    - "online network design algorithms via hierarchical decompositions"
    - "potential games are necessary to ensure pure nash equilibria in cost sharing games"
    - "efficient coordination mechanisms for unrelated machine scheduling"
    - "inner product spaces for minsum coordination mechanisms"
    - "an o lognloglogn upper bound on the price of stability for undirected shapley network design games"

Connected through hyperedge HE-3 (induced by source paper "playing the wrong game smoothness bounds for congestion games with behavioral biases"):
  with members:
    - "the price of anarchy in large games"
    - "asymptotically tight bounds for inefficiency in risk averse selfish routing"
    - "the burden of risk aversion in mean risk selfish routing"
    - "congestion games with distance based strict uncertainty"
    - "the robust price of anarchy of altruistic games"

Connected through hyperedge HE-4 (induced by source paper "enforcing efficient equilibria in network design games via subsidies"):
  with members:
    - "efficient coordination mechanisms for unrelated machine scheduling"
    - "an o lognloglogn upper bound on the price of stability for undirected shapley network design games"
    - "the cost of stability in coalitional games"

Connected through hyperedge HE-5 (induced by source paper "dynamics of profit sharing games"):
  with members:
    - "efficient coordination mechanisms for unrelated machine scheduling"
    - "settling the complexity of local max cut almost completely"
    - "combinatorial auctions with decreasing marginal utilities"

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)