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: "efficient parallel strategy improvement for parity games"
  Abstract: We study strategy improvement algorithms for solving parity games. While these algorithms are known to solve parity games using a very small number of iterations, experimental studies have found that a high step complexity causes them to perform poorly in practice. In this paper we seek to address this situation. Every iteration of the algorithm must compute a best response, and while the standard way of doing this uses the Bellman-Ford algorithm, we give experimental results that show that one-player strategy improvement significantly outperforms this technique in practice. We then study the best way to implement one-player strategy improvement, and we develop an efficient parallel algorithm for carrying out this task, by reducing the problem to computing prefix sums on a linked list. We report experimental results for these algorithms, and we find that a GPU implementation of this algorithm shows a significant speedup over single-core and multi-core CPU implementations.

Connected through hyperedge HE-1 (induced by source paper "semantic labelling and learning for parity game solving in ltl synthesis"):
  with members:
    - "bosy an experimentation framework for bounded synthesis"
    - "oink an implementation and evaluation of modern parity game solvers"
    - "the 4th reactive synthesis competition syntcomp 2017 benchmarks participants results"
    - "from ltl and limit deterministic b uchi automata to deterministic parity automata"
    - "an automaton learning approach to solving safety games over infinite graphs"
    - "from ltl to deterministic automata a safraless compositional approach"
    - "from nondeterministic b uchi and streett automata to deterministic parity automata"

Connected through hyperedge HE-2 (induced by source paper "parity games zielonka s algorithm in quasi polynomial time"):
  with members:
    - "oink an implementation and evaluation of modern parity game solvers"
    - "universal trees grow inside separating automata quasi polynomial lower bounds for parity games"
    - "robust exponential worst cases for divide et impera algorithms for parity games"
    - "a short proof of correctness of the quasi polynomial time algorithm for parity games"
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "exponential lower bounds for policy iteration"

Connected through hyperedge HE-3 (induced by source paper "a parity game tale of two counters"):
  with members:
    - "simple fixpoint iteration to solve parity games"
    - "solving parity games using an automata based algorithm"
    - "parity games zielonka s algorithm in quasi polynomial time"
    - "oink an implementation and evaluation of modern parity game solvers"
    - "attracting tangles to solve parity games"
    - "robust exponential worst cases for divide et impera algorithms for parity games"
    - "succinct progress measures for solving parity games"
    - "a delayed promotion policy for parity games"

Connected through hyperedge HE-4 (induced by source paper "oink an implementation and evaluation of modern parity game solvers"):
  with members:
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "succinct progress measures for solving parity games"
    - "a delayed promotion policy for parity games"
    - "improvement in small progress measures"
    - "generating and solving symbolic parity games"
    - "benchmarks for parity games"
    - "zielonka s recursive algorithm dull weak and solitaire games and tighter bounds"
    - "non oblivious strategy improvement"

Connected through hyperedge HE-5 (induced by source paper "attracting tangles to solve parity games"):
  with members:
    - "oink an implementation and evaluation of modern parity game solvers"
    - "robust exponential worst cases for divide et impera algorithms for parity games"
    - "an ordered approach to solving parity games in quasi polynomial time and quasi linear space"
    - "a delayed promotion policy for parity games"
    - "improvement in small progress measures"
    - "benchmarks for parity games"
    - "non oblivious strategy improvement"

Connected through hyperedge HE-6 (induced by source paper "efficient strategy iteration for mean payoff in markov decision processes"):
  with members:
    - "value iteration for long run average reward in markov decision processes"
    - "synthesising strategy improvement and recursive algorithms for solving 2 5 player parity games"
    - "multigain a controller synthesis tool for mdps with multiple mean payoff objectives"
    - "verification of markov decision processes using learning algorithms"
    - "parametric strategy iteration"
    - "assume guarantee abstraction refinement for probabilistic systems"
    - "using strategy improvement to stay alive"
    - "the complexity of solving reachability games using value and strategy iteration"

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.DS(Data Structures and Algorithms)