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 computation of approximate pure nash equilibria in congestion games"
  Abstract: Congestion games constitute an important class of games in which computing an exact or even approximate pure Nash equilibrium is in general {\sf PLS}-complete. We present a surprisingly simple polynomial-time algorithm that computes O(1)-approximate Nash equilibria in these games. In particular, for congestion games with linear latency functions, our algorithm computes $(2+\epsilon)$-approximate pure Nash equilibria in time polynomial in the number of players, the number of resources and $1/\epsilon$. It also applies to games with polynomial latency functions with constant maximum degree $d$; there, the approximation guarantee is $d^{O(d)}$. The algorithm essentially identifies a polynomially long sequence of best-response moves that lead to an approximate equilibrium; the existence of such short sequences is interesting in itself. These are the first positive algorithmic results for approximate equilibria in non-symmetric congestion games. We strengthen them further by proving that, for congestion games that deviate from our mild assumptions, computing $\rho$-approximate equilibria is {\sf PLS}-complete for any polynomial-time computable $\rho$.

Connected through hyperedge HE-1 (induced by source paper "existence and complexity of approximate equilibria in weighted congestion games"):
  with members:
    - "on approximate pure nash equilibria in weighted congestion games with polynomial latencies"
    - "an improved algorithm for computing approximate equilibria in weighted congestion games"
    - "the price of stability of weighted congestion games"
    - "computing approximate pure nash equilibria in shapley value weighted congestion games"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"
    - "on the performance of approximate equilibria in congestion games"

Connected through hyperedge HE-2 (induced by source paper "the efficiency of best response dynamics"):
  with members:
    - "do capacity constraints constrain coalitions"
    - "on dynamics in selfish network creation"

Connected through hyperedge HE-3 (induced by source paper "on approximate pure nash equilibria in weighted congestion games with polynomial latencies"):
  with members:
    - "the price of stability of weighted congestion games"
    - "computing approximate pure nash equilibria in shapley value weighted congestion games"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"
    - "near rationality and competitive equilibria in networked systems"

Connected through hyperedge HE-4 (induced by source paper "node max cut and computing equilibria in linear weighted congestion games"):
  with members:
    - "computing approximate pure nash equilibria in shapley value weighted congestion games"
    - "local max cut in smoothed polynomial time"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"

Connected through hyperedge HE-5 (induced by source paper "an improved algorithm for computing approximate equilibria in weighted congestion games"):
  with members:
    - "the price of stability of weighted congestion games"
    - "computing approximate pure nash equilibria in shapley value weighted congestion games"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"
    - "a unifying tool for bounding the quality of non cooperative solutions in weighted congestion games"
    - "on the performance of approximate equilibria in congestion games"

Connected through hyperedge HE-6 (induced by source paper "the price of stability of weighted congestion games"):
  with members:
    - "computing approximate pure nash equilibria in shapley value weighted congestion games"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"
    - "a unifying tool for bounding the quality of non cooperative solutions in weighted congestion games"
    - "on the performance of approximate equilibria in congestion games"

Connected through hyperedge HE-7 (induced by source paper "congestion games with complementarities"):
  with members:
    - "congestion games with mixed objectives"
    - "short sequences of improvement moves lead to approximate equilibria in constraint satisfaction games"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"
    - "on the performance of approximate equilibria in congestion games"

Connected through hyperedge HE-8 (induced by source paper "computing approximate pure nash equilibria in shapley value weighted congestion games"):
  with members:
    - "sharing non anonymous costs of multiple resources optimally"
    - "potential games are necessary to ensure pure nash equilibria in cost sharing games"
    - "shapley meets shapley"
    - "approximate pure nash equilibria in weighted congestion games existence efficient computation and structure"

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)