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: "average energy games"
  Abstract: Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. #R##N#We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

Connected through hyperedge HE-1 (induced by source paper "games where you can play optimally with finite memory"):
  with members:
    - "concurrent games and semi random determinacy"
    - "extending finite memory determinacy by boolean combination of winning conditions"
    - "trading bounds for memory in games with counters"
    - "window parity games an alternative approach toward parity games with time bounds"
    - "non zero sum games for reactive synthesis"
    - "fixed dimensional energy games are in pseudo polynomial time"
    - "first cycle games"
    - "looking at mean payoff and total payoff through windows"

Connected through hyperedge HE-2 (induced by source paper "energy mean payoff games"):
  with members:
    - "perfect half space games"
    - "computer aided synthesis a game theoretic approach"
    - "optimizing the expected mean payoff in energy markov decision processes"
    - "on the complexity of heterogeneous multidimensional quantitative games"
    - "fixed dimensional energy games are in pseudo polynomial time"
    - "infinite state energy games"
    - "robust multidimensional mean payoff games are undecidable"
    - "solving parity games on integer vectors"

Connected through hyperedge HE-3 (induced by source paper "reachability games with relaxed energy constraints"):
  with members:
    - "bounding average energy games"
    - "fixed dimensional energy games are in pseudo polynomial time"
    - "reachability in succinct one counter games"
    - "on the complexity of counter reachability games"
    - "reachability in two clock timed automata is pspace complete"
    - "the complexity of multi mean payoff and multi energy games"
    - "strategy synthesis for multi dimensional quantitative objectives"
    - "generalized mean payoff and energy games"

Connected through hyperedge HE-4 (induced by source paper "dcsynth guided reactive synthesis with soft requirements"):
  with members:
    - "specification and reactive synthesis of robust controllers"
    - "bosy an experimentation framework for bounded synthesis"
    - "dcsynth guided reactive synthesis with soft requirements for robust controller and shield synthesis"
    - "the 4th reactive synthesis competition syntcomp 2017 benchmarks participants results"
    - "formalizing timing diagram requirements in discrete duration calulus"
    - "better quality in synthesis through quantitative objectives"

Connected through hyperedge HE-5 (induced by source paper "long run average behavior of vector addition systems with states"):
  with members:
    - "the reachability problem for petri nets is not elementary"
    - "nested weighted limit average automata of bounded width"
    - "long run average behaviour of probabilistic vector addition systems"
    - "mixed integer quadratic programming is in np"
    - "reachability games on extended vector addition systems with states"

Connected through hyperedge HE-6 (induced by source paper "verification and control of turn based probabilistic real time games"):
  with members:
    - "equilibria based probabilistic model checking for concurrent stochastic games"
    - "a game theoretic approach to information flow control via protocol composition"
    - "a storm is coming a modern probabilistic model checker"
    - "expected reachability time games"

Connected through hyperedge HE-7 (induced by source paper "quantitative reductions and vertex ranked infinite games"):
  with members:
    - "easy to win hard to master optimal strategies in parity games with costs"
    - "window parity games an alternative approach toward parity games with time bounds"
    - "parametric linear dynamic logic"
    - "meet your expectations with guarantees beyond worst case synthesis in quantitative games"
    - "the complexity of multi mean payoff and multi energy games"
    - "measuring permissiveness in parity games mean payoff parity games revisited"
    - "generalized mean payoff and energy games"
    - "energy parity games"

Connected through hyperedge HE-8 (induced by source paper "extending finite memory determinacy by boolean combination of winning conditions"):
  with members:
    - "bounding average energy games"
    - "on the complexity of heterogeneous multidimensional quantitative games"

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.LO(Logic in Computer Science)