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: "randomness for free"
  Abstract: We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (players interact simultaneously); and (b) turn-based (players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. We present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function (probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games.

Connected through hyperedge HE-1 (induced by source paper "parameter independent strategies for pmdps via pomdps"):
  with members:
    - "sea param exploring schedulers in parametric mdps"
    - "sequential convex programming for the efficient verification of parametric mdps"
    - "automated experiment design for data efficient verification of parametric markov decision processes"
    - "a storm is coming a modern probabilistic model checker"
    - "ares adaptive receding horizon synthesis of optimal plans"
    - "parameter synthesis for markov models faster than ever"
    - "a symbolic sat based algorithm for almost sure reachability with small strategies in pomdps"
    - "optimal cost almost sure reachability in pomdps"

Connected through hyperedge HE-2 (induced by source paper "supervisor synthesis of pomdp based on automata learning"):
  with members:
    - "counterexample guided abstraction refinement for pomdps"
    - "a storm is coming a modern probabilistic model checker"
    - "permissive controller synthesis for probabilistic systems"
    - "a symbolic sat based algorithm for almost sure reachability with small strategies in pomdps"
    - "replanning in domains with partial information and sensing actions"
    - "speeding up the convergence of value iteration in partially observable markov decision processes"

Connected through hyperedge HE-3 (induced by source paper "strategy complexity of concurrent stochastic games with safety and reachability objectives"):
  with members:
    - "the complexity of ergodic mean payoff games"
    - "exact algorithms for solving stochastic games"
    - "solving simple stochastic games with few coin toss positions"
    - "the complexity of solving reachability games using value and strategy iteration"

Connected through hyperedge HE-4 (induced by source paper "the complexity of synthesis from probabilistic components"):
  with members:
    - "the complexity of partial observation stochastic parity games with finite memory strategies"
    - "synthesis from probabilistic components"
    - "a reduction from parity games to simple stochastic games"

Connected through hyperedge HE-5 (induced by source paper "probabilistic opacity for markov decision processes"):
  with members:
    - "what is decidable about partially observable markov decision processes with omega regular objectives"
    - "time bounded reachability for hybrid automata complexity and fixpoints"
    - "opacity issues in games with imperfect information"
    - "qualitative analysis of partially observable markov decision processes"
    - "algorithms for omega regular games with imperfect information"

Connected through hyperedge HE-6 (induced by source paper "the complexity of partial observation stochastic parity games with finite memory strategies"):
  with members:
    - "what is decidable about partially observable markov decision processes with omega regular objectives"
    - "partial observation stochastic games how to win when belief fails"
    - "qualitative analysis of partially observable markov decision processes"
    - "algorithms for omega regular games with imperfect information"

Connected through hyperedge HE-7 (induced by source paper "games with a weak adversary"):
  with members:
    - "the complexity of partial observation stochastic parity games with finite memory strategies"
    - "partial observation stochastic games how to win when belief fails"
    - "algorithms for omega regular games with imperfect information"

Connected through hyperedge HE-8 (induced by source paper "pomdps under probabilistic semantics"):
  with members:
    - "my brain is full when more memory helps"
    - "learning finite state controllers for partially observable environments"
    - "solving pomdps by searching the space of finite policies"
    - "heuristic search value iteration for pomdps"
    - "qualitative analysis of partially observable markov decision processes"
    - "algorithms for omega regular games with imperfect information"
    - "interactive small step algorithms ii abstract state machines and the characterization theorem"
    - "the computational complexity of probabilistic planning"

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)