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: "computing nash equilibria approximation and smoothed complexity"
  Abstract: We show that the BIMATRIX game does not have a fully polynomial-time approximation scheme, unless PPAD is in P. In other words, no algorithm with time polynomial in n and 1/\epsilon can compute an \epsilon-approximate Nash equilibrium of an n by nbimatrix game, unless PPAD is in P. Instrumental to our proof, we introduce a new discrete fixed-point problem on a high-dimensional cube with a constant side-length, such as on an n-dimensional cube with side-length 7, and show that they are PPAD-complete. Furthermore, we prove, unless PPAD is in RP, that the smoothed complexity of the Lemke-Howson algorithm or any algorithm for computing a Nash equilibrium of a bimatrix game is polynomial in n and 1/\sigma under perturbations with magnitude \sigma. Our result answers a major open question in the smoothed analysis of algorithms and the approximation of Nash equilibria.

Connected through hyperedge HE-1 (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-2 (induced by source paper "smoothed efficient algorithms and reductions for network coordination games"):
  with members:
    - "improving the smoothed complexity of flip for max cut problems"
    - "near optimal communication lower bounds for approximate nash equilibria"
    - "efficient local search in coordination games on graphs"
    - "settling the complexity of computing approximate two player nash equilibria"
    - "communication complexity of approximate nash equilibria"
    - "the price of anarchy in auctions"
    - "inapproximability of nash equilibrium"
    - "constant rank bimatrix games are ppad hard"

Connected through hyperedge HE-3 (induced by source paper "nash equilibrium in smoothed polynomial time for network coordination games"):
  with members:
    - "near optimal communication lower bounds for approximate nash equilibria"
    - "local max cut in smoothed polynomial time"
    - "an empirical study on computing equilibria in polymatrix games"
    - "communication complexity of approximate nash equilibria"
    - "inapproximability of nash equilibrium"
    - "constant rank bimatrix games are ppad hard"
    - "query complexity of approximate nash equilibria"
    - "bilinear games polynomial time algorithms for rank based subclasses"

Connected through hyperedge HE-4 (induced by source paper "correlated equilibria for approximate variational inference in mrfs"):
  with members:
    - "graphical potential games"
    - "on sparse discretization for graphical games"
    - "projecting ising model parameters for fast mixing"
    - "graphical models for game theory"
    - "adaptive importance sampling for estimation in structured domains"
    - "a new class of upper bounds on the log partition function"
    - "polynomial time computation of exact correlated equilibrium in compact games"
    - "settling the complexity of computing two player nash equilibria"

Connected through hyperedge HE-5 (induced by source paper "from duels to battefields computing equilibria of blotto and other games"):
  with members:
    - "faster and simpler algorithm for optimal strategies of blotto game"
    - "price of competition and dueling games"
    - "the matching polytope has exponential extension complexity"
    - "bilinear games polynomial time algorithms for rank based subclasses"
    - "polynomial time computation of exact correlated equilibrium in compact games"

Connected through hyperedge HE-6 (induced by source paper "on sparse discretization for graphical games"):
  with members:
    - "graphical models for game theory"
    - "interdependent defense games modeling interdependent security under deliberate attacks"
    - "computing approximate nash equilibria and robust best responses using sampling"
    - "discretized multinomial distributions and nash equilibria in anonymous games"
    - "settling the complexity of computing two player nash equilibria"
    - "pure nash equilibria hard and easy games"
    - "a new look at survey propagation and its generalizations"
    - "constraint optimization and statistical mechanics"

Connected through hyperedge HE-7 (induced by source paper "the truth behind the myth of the folk theorem"):
  with members:
    - "sequential equilibrium in computational games"
    - "graphical models for game theory"
    - "polynomial time computation of exact correlated equilibrium in compact games"
    - "sequential rationality in cryptographic protocols"

Connected through hyperedge HE-8 (induced by source paper "metastability of potential games"):
  with members:
    - "convergence to equilibrium of logit dynamics for strategic games"
    - "efficient nash computation in large population games with bounded influence"
    - "metastability of logit dynamics for coordination games"
    - "mixing time and stationary expected social welfare of logit dynamics"

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.CC(Computational Complexity)