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: "complexity of mechanism design"
  Abstract: The aggregation of conflicting preferences is a central problem in multiagent systems. The key difficulty is that the agents may report their preferences insincerely. Mechanism design is the art of designing the rules of the game so that the agents are motivated to report their preferences truthfully and a (socially) desirable outcome is chosen. We propose an approach where a mechanism is automatically created for the preference aggregation setting at hand. This has several advantages, but the downside is that the mechanism design optimization problem needs to be solved anew each time. Focusing on settings where side payments are not possible, we show that the mechanism design problem is NP-complete for deterministic mechanisms. This holds both for dominant-strategy implementation and for Bayes-Nash implementation. We then show that if we allow randomized mechanisms, the mechanism design problem becomes tractable. In other words, the coordinator can tackle the computational complexity introduced by its uncertainty about the agents preferences BY making the agents face additional uncertainty.This comes at no loss, AND IN SOME cases at a gain, IN the(social) objective.

Connected through hyperedge HE-1 (induced by source paper "mechanism design for public projects via neural networks"):
  with members:
    - "learning optimal redistribution mechanisms through neural networks"
    - "deep forest towards an alternative to deep neural networks"

Connected through hyperedge HE-2 (induced by source paper "gini index based initial coin offering mechanism"):
  with members:
    - "mechanism design for fair allocation"

Connected through hyperedge HE-3 (induced by source paper "estimating approximate incentive compatibility"):
  with members:
    - "a duality based unified approach to bayesian mechanism design"
    - "approximate revenue maximization with multiple items"
    - "optimal auctions through deep learning"
    - "dispersion for data driven algorithm design online learning and private optimization"
    - "a general theory of sample complexity for multi item profit maximization"
    - "learning multi item auctions with or without samples"
    - "a b testing of auctions"
    - "learning simple auctions"

Connected through hyperedge HE-4 (induced by source paper "adversarial learning for revenue maximizing auctions"):
  with members:
    - "dynamic reserve prices for repeated auctions learning from bids"
    - "dynamic incentive aware learning robust pricing in contextual auctions"
    - "learning to bid in revenue maximizing auctions"
    - "lp based approximation for personalized reserve prices"
    - "learning to clear the market"
    - "thresholding the virtual value a simple method to increase welfare and lower reserve prices in online auction systems"
    - "a general theory of sample complexity for multi item profit maximization"
    - "revenue optimization with approximate bid predictions"

Connected through hyperedge HE-5 (induced by source paper "learning to bid in revenue maximizing auctions"):
  with members:
    - "dynamic reserve prices for repeated auctions learning from bids"
    - "explicit shading strategies for repeated truthful auctions"
    - "thresholding the virtual value a simple method to increase welfare and lower reserve prices in online auction systems"
    - "thresholding at the monopoly price an agnostic way to improve bidding strategies in revenue maximizing auctions"
    - "learning to bid without knowing your value"
    - "optimal auctions through deep learning"
    - "a field guide to personalized reserve prices"
    - "sequential mechanisms with ex post participation guarantees"

Connected through hyperedge HE-6 (induced by source paper "robust multi agent counterfactual prediction"):
  with members:
    - "theory of minds understanding behavior in groups through inverse planning"
    - "deep counterfactual regret minimization"
    - "maintaining cooperation in complex social dilemmas using deep reinforcement learning"
    - "m 3 rl mind aware multi agent management reinforcement learning"
    - "reinforcement learning and inverse reinforcement learning with system 1 and system 2"
    - "optimal auctions through deep learning"
    - "multi agent actor critic for mixed cooperative competitive environments"
    - "deep reinforcement learning from self play in imperfect information games"

Connected through hyperedge HE-7 (induced by source paper "machine learning powered iterative combinatorial auctions"):
  with members:
    - "fast iterative combinatorial auctions via bayesian learning"
    - "a bayesian clearing mechanism for combinatorial auctions"
    - "a general theory of sample complexity for multi item profit maximization"
    - "a sample complexity measure with applications to learning optimal auctions"
    - "learning simple auctions"
    - "sample complexity of automated mechanism design"
    - "the sample complexity of revenue maximization"
    - "ironing in the dark"

Connected through hyperedge HE-8 (induced by source paper "strategyproof facility location for three agents on a circle"):
  with members:
    - "randomized social choice functions under metric preferences"
    - "on voting and facility location"

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)