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: "settling the complexity of computing two player nash equilibria"
  Abstract: We settle a long-standing open question in algorithmic game theory. We prove that Bimatrix, the problem of finding a Nash equilibrium in a two-player game, is complete for the complexity class PPAD Polynomial Parity Argument, Directed version) introduced by Papadimitriou in 1991. #R##N#This is the first of a series of results concerning the complexity of Nash equilibria. In particular, we prove the following theorems: #R##N#Bimatrix does not have a fully polynomial-time approximation scheme unless every problem in PPAD is solvable in polynomial time. The smoothed complexity of the classic Lemke-Howson algorithm and, in fact, of any algorithm for Bimatrix is not polynomial unless every problem in PPAD is solvable in randomized polynomial time. Our results demonstrate that, even in the simplest form of non-cooperative games, equilibrium computation and approximation are polynomial-time equivalent to fixed point computation. Our results also have two broad complexity implications in mathematical economics and operations research: Arrow-Debreu market equilibria are PPAD-hard to compute. The P-Matrix Linear Complementary Problem is computationally harder than convex programming unless every problem in PPAD is solvable in polynomial time.

Connected through hyperedge HE-1 (induced by source paper "learning zero sum simultaneous move markov games using function approximation and correlated equilibrium"):
  with members:
    - "provably efficient rl with rich observations via latent state decoding"
    - "provably efficient reinforcement learning with linear function approximation"
    - "exploration enhanced politex"
    - "emergent tool use from multi agent autocurricula"
    - "solving discounted stochastic two player games with near optimal time and sample complexity"
    - "tighter problem dependent regret bounds in reinforcement learning without domain knowledge using value function bounds"
    - "sample optimal parametric q learning using linearly additive features"
    - "frequentist regret bounds for randomized least squares value iteration"

Connected through hyperedge HE-2 (induced by source paper "complexity theory game theory and economics the barbados lectures"):
  with members:
    - "a round collapse theorem for computationally sound protocols or tfnp is hard on average in pessiland"
    - "on communication complexity of fixed point computation"
    - "near optimal communication lower bounds for approximate nash equilibria"
    - "query to communication lifting for bpp"
    - "lifting randomized query complexity to randomized communication complexity"
    - "settling the complexity of computing approximate two player nash equilibria"
    - "communication complexity of approximate nash equilibria"
    - "the price of anarchy in auctions"

Connected through hyperedge HE-3 (induced by source paper "consenus halving does it ever get easier"):
  with members:
    - "the hairy ball problem is ppad complete"
    - "computing exact solutions of consensus halving and the borsuk ulam theorem"
    - "on the complexity of modulo q arguments and the chevalley warning theorem"
    - "fair and efficient cake division with connected pieces"
    - "the classes ppa k existence from arguments modulo k"
    - "the complexity of splitting necklaces and bisecting ham sandwiches"
    - "consensus halving is ppa complete"
    - "a discrete and bounded envy free cake cutting protocol for any number of agents"

Connected through hyperedge HE-4 (induced by source paper "tree polymatrix games are ppad hard"):
  with members:
    - "computing constrained approximate equilibria in polymatrix games"
    - "approximating nash equilibria in tree polymatrix games"
    - "an empirical study on computing equilibria in polymatrix games"
    - "computing approximate nash equilibria in polymatrix games"

Connected through hyperedge HE-5 (induced by source paper "convergence of gradient methods on bilinear zero sum games"):
  with members:
    - "training gans with centripetal acceleration"
    - "finite regret and cycles with fixed step size via alternating gradient descent ascent"
    - "optimistic mirror descent in saddle point problems going the extra gradient mile"
    - "negative momentum for improved game dynamics"
    - "which training methods for gans do actually converge"
    - "sbeed convergent reinforcement learning with nonlinear function approximation"
    - "the numerics of gans"
    - "cycles in adversarial regularized learning"

Connected through hyperedge HE-6 (induced by source paper "computing exact solutions of consensus halving and the borsuk ulam theorem"):
  with members:
    - "approximating the existential theory of the reals"
    - "the complexity of splitting necklaces and bisecting ham sandwiches"
    - "an improved envy free cake cutting protocol for four agents"
    - "consensus halving is ppa complete"
    - "a discrete and bounded envy free cake cutting protocol for any number of agents"
    - "hardness results for consensus halving"
    - "recognition and complexity of point visibility graphs"
    - "a discrete and bounded envy free cake cutting protocol for four agents"

Connected through hyperedge HE-7 (induced by source paper "isomorphism problems for tensors groups and cubic forms completeness and reductions"):
  with members:
    - "general linear group action on tensors a candidate for post quantum cryptography"
    - "incorporating weisfeiler leman into algorithms for group isomorphism"
    - "algorithms based on algebras and their applications to isomorphism of polynomials with one secret group isomorphism and polynomial identity testing"
    - "graph isomorphism in quasipolynomial time"
    - "bidirectional collision detection and faster deterministic isomorphism testing"
    - "algorithms for group isomorphism via group extensions and cohomology"
    - "practical graph isomorphism ii"
    - "breaking the n log n barrier for solvable group isomorphism"

Connected through hyperedge HE-8 (induced by source paper "the classes ppa k existence from arguments modulo k"):
  with members:
    - "the hairy ball problem is ppad complete"
    - "the complexity of splitting necklaces and bisecting ham sandwiches"
    - "ppp completeness with connections to cryptography"
    - "unique end of potential line"
    - "consensus halving is ppa complete"
    - "integer factoring and modular square roots"
    - "on the complexity of finding falsifying assignments for herbrand disjunctions"
    - "the complexity of non monotone markets"

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)