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: "multiagent maximum coverage problems the trade off between anarchy and stability"
  Abstract: The price of anarchy and price of stability are three well-studied performance metrics that seek to characterize the inefficiency of equilibria in distributed systems. The distinction between these two performance metrics centers on the equilibria that they focus on: the price of anarchy characterizes the quality of the worst-performing equilibria, while the price of stability characterizes the quality of the best-performing equilibria. While much of the literature focuses on these metrics from an analysis perspective, in this work we consider these performance metrics from a design perspective. Specifically, we focus on the setting where a system operator is tasked with designing local utility functions to optimize these performance metrics in a class of games termed covering games. Our main result characterizes a fundamental trade-off between the price of anarchy and price of stability in the form of a fully explicit Pareto frontier. Within this setup, optimizing the price of anarchy comes directly at the expense of the price of stability (and vice versa). Our second results demonstrates how a system-operator could incorporate an additional piece of system-level information into the design of the agents' utility functions to breach these limitations and improve the system's performance. This valuable piece of system-level information pertains to the performance of worst performing agent in the system.

Connected through hyperedge HE-1 (induced by source paper "when smoothness is not enough toward exact quantification and optimization of the price of anarchy"):
  with members:
    - "optimal price of anarchy in cost sharing games"
    - "distributed resource allocation through utility design part i optimizing the performance certificates via the price of anarchy"
    - "utility design for distributed resource allocation part i characterizing and optimizing the exact price of anarchy"
    - "the impact of local information on the performance of multiagent systems"
    - "learning in games robustness of fast convergence"
    - "the price of anarchy in auctions"
    - "bounding the inefficiency of outcomes in generalized second price auctions"
    - "composable and efficient mechanisms"

Connected through hyperedge HE-2 (induced by source paper "optimal mechanisms for distributed resource allocation"):
  with members:
    - "tight approximation bounds for maximum multi coverage"
    - "optimal price of anarchy in cost sharing games"
    - "distributed resource allocation through utility design part i optimizing the performance certificates via the price of anarchy"
    - "intense competition can drive selfish explorers to optimize coverage"
    - "distributed resource allocation through utility design part ii applications to submodular supermodular and set covering problems"
    - "learning in games robustness of fast convergence"
    - "a market inspired approach for intersection management in urban road traffic networks"
    - "a unifying tool for bounding the quality of non cooperative solutions in weighted congestion games"

Connected through hyperedge HE-3 (induced by source paper "the importance of system level information in multiagent systems design cardinality and covering problems"):
  with members:
    - "nash and wardrop equilibria in aggregative games with coupling constraints"
    - "the impact of local information on the performance of multiagent systems"

Connected through hyperedge HE-4 (induced by source paper "the pareto frontier of inefficiency in mechanism design"):
  with members:
    - "correlated and coarse equilibria of single item auctions"
    - "the anarchy of scheduling without money"
    - "the price of anarchy in auctions"
    - "setting lower bounds on truthfulness"
    - "the vcg mechanism for bayesian scheduling"
    - "social welfare in one sided matching mechanisms"
    - "bayesian truthful mechanisms for job scheduling from bi criterion approximation algorithms"
    - "social welfare in one sided matchings random priority and beyond"

Connected through hyperedge HE-5 (induced by source paper "distributed resource allocation through utility design part ii applications to submodular supermodular and set covering problems"):
  with members:
    - "distributed resource allocation through utility design part i optimizing the performance certificates via the price of anarchy"
    - "competitive caching of contents in 5g edge cloud networks"
    - "optimal approximation for submodular and supermodular optimization with bounded curvature"
    - "stochastic surveillance strategies for spatial quickest detection"
    - "efficient minimization of decomposable submodular functions"
    - "combinatorial auctions with decreasing marginal utilities"
    - "pure nash equilibria hard and easy games"

Connected through hyperedge HE-6 (induced by source paper "distributed resource allocation through utility design part i optimizing the performance certificates via the price of anarchy"):
  with members:
    - "nash and wardrop equilibria in aggregative games with coupling constraints"
    - "game efficiency through linear programming duality"
    - "the price of anarchy in auctions"
    - "a unifying tool for bounding the quality of non cooperative solutions in weighted congestion 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.GT(Computer Science and Game Theory)