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: "doomsday equilibria for omega regular games"
  Abstract: Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of equilibria, they are decidable only for perfect-information games, whereas several applications require imperfect-information games. In this paper we propose a new notion of equilibria, called doomsday equilibria, which is a strategy profile such that all players satisfy their own objective, and if any coalition of players deviates and violates even one of the players objective, then the objective of every player is violated. We present algorithms and complexity results for deciding the existence of doomsday equilibria for various classes of omega-regular objectives, both for imperfect-information games, and for perfect-information games. We provide optimal complexity bounds for imperfect-information games, and in most cases for perfect-information games.

Connected through hyperedge HE-1 (induced by source paper "computer aided synthesis a game theoretic approach"):
  with members:
    - "on the existence of weak subgame perfect equilibria"
    - "extending finite memory determinacy to multiplayer games"
    - "conditionally optimal algorithms for generalized buchi games"
    - "weak subgame perfect equilibria and their application to quantitative reachability"
    - "assume admissible synthesis"
    - "on the complexity of heterogeneous multidimensional quantitative games"
    - "non zero sum games for reactive synthesis"
    - "pure nash equilibria in concurrent deterministic games"

Connected through hyperedge HE-2 (induced by source paper "strategy logic with imperfect information"):
  with members:
    - "decidability results for atl with imperfect information and perfect recall"
    - "games on graphs with a public signal monitoring"
    - "the fixed initial credit problem for partial observation energy games is ack complete"
    - "hierarchical information and the synthesis of distributed strategies"
    - "hierarchical information patterns and distributed strategy synthesis"
    - "pure nash equilibria in concurrent deterministic games"
    - "atlsc with partial observation"
    - "games with a weak adversary"

Connected through hyperedge HE-3 (induced by source paper "reasoning about strategies on the satisfiability problem"):
  with members:
    - "reasoning about knowledge and strategies epistemic strategy logic"
    - "towards an updatable strategy logic"
    - "reasoning about strategies on the model checking problem"

Connected through hyperedge HE-4 (induced by source paper "on the existence of weak subgame perfect equilibria"):
  with members:
    - "computer aided synthesis a game theoretic approach"
    - "infinite subgame perfect equilibrium in the hausdorff difference hierarchy"
    - "weak subgame perfect equilibria and their application to quantitative reachability"
    - "assume admissible synthesis"
    - "non zero sum games for reactive synthesis"
    - "secure equilibria in weighted games"
    - "infinite sequential games with real valued payoffs"
    - "existence of secure equilibrium in multi player games with perfect information"

Connected through hyperedge HE-5 (induced by source paper "non zero sum games for reactive synthesis"):
  with members:
    - "weak subgame perfect equilibria and their application to quantitative reachability"
    - "assume admissible synthesis"
    - "reactive synthesis without regret"
    - "multidimensional beyond worst case and almost sure problems for mean payoff objectives"
    - "variations on the stochastic shortest path problem"
    - "secure equilibria in weighted games"
    - "percentile queries in multi dimensional markov decision processes"
    - "expectations or guarantees i want it all a crossroad between games and mdps"

Connected through hyperedge HE-6 (induced by source paper "reactive synthesis without regret"):
  with members:
    - "correct by synthesis reinforcement learning with temporal logic constraints"
    - "exact and approximate determinization of discounted sum automata"
    - "first cycle games"
    - "iterated regret minimization in game graphs"
    - "generalized mean payoff and energy games"

Connected through hyperedge HE-7 (induced by source paper "games with delays a frankenstein approach"):
  with members:
    - "two player perfect information shift invariant submixing stochastic games are half positional"
    - "robust equilibria in concurrent games"
    - "on equilibria in quantitative games with reachability safety objectives"
    - "the complexity of nash equilibria in limit average games"

Connected through hyperedge HE-8 (induced by source paper "assume admissible synthesis"):
  with members:
    - "how to handle assumptions in synthesis"
    - "the complexity of admissibility in omega regular games"
    - "down the borel hierarchy solving muller games via safety games"
    - "environment assumptions for synthesis"

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)