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: "a unifying tool for bounding the quality of non cooperative solutions in weighted congestion games"
  Abstract: We present a general technique, based on a primal-dual formulation, for analyzing the quality of self-emerging solutions in weighted congestion games. With respect to traditional combinatorial approaches, the primal-dual schema has at least three advantages: first, it provides an analytic tool which can always be used to prove tight upper bounds for all the cases in which we are able to characterize exactly the polyhedron of the solutions under analysis; secondly, in each such a case the complementary slackness conditions give us an hint on how to construct matching lower bounding instances; thirdly, proofs become simpler and easy to check. For the sake of exposition, we first apply our technique to the problems of bounding the prices of anarchy and stability of exact and approximate pure Nash equilibria, as well as the approximation ratio of the solutions achieved after a one-round walk starting from the empty strategy profile, in the case of affine latency functions and we show how all the known upper bounds for these measures (and some of their generalizations) can be easily reobtained under a unified approach. Then, we use the technique to attack the more challenging setting of polynomial latency functions. In particular, we obtain the first known upper bounds on the price of stability of pure Nash equilibria and on the approximation ratio of the solutions achieved after a one-round walk starting from the empty strategy profile for unweighted players in the cases of quadratic and cubic latency functions. We believe that our technique, thanks to its versatility, may prove to be a powerful tool also in several other applications.

Connected through hyperedge HE-1 (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"
    - "multiagent maximum coverage problems the trade off between anarchy and stability"
    - "learning in games robustness of fast convergence"
    - "a market inspired approach for intersection management in urban road traffic networks"

Connected through hyperedge HE-2 (induced by source paper "the online best reply algorithm for resource allocation problems"):
  with members:
    - "the price of stability of weighted congestion games"
    - "tight bounds for the price of anarchy of simultaneous first price auctions"

Connected through hyperedge HE-3 (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"
    - "efficient computation of approximate pure nash equilibria in 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-4 (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"
    - "multiagent maximum coverage problems the trade off between anarchy and stability"
    - "the price of anarchy in auctions"

Connected through hyperedge HE-5 (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"
    - "efficient computation of approximate pure nash equilibria in 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-6 (induced by source paper "utility design for distributed resource allocation part i characterizing and optimizing the exact price of anarchy"):
  with members:
    - "nash and wardrop equilibria in aggregative games with coupling constraints"
    - "tight approximation bounds for maximum multi coverage"
    - "game efficiency through linear programming duality"

Connected through hyperedge HE-7 (induced by source paper "online best reply algorithms for resource allocation problems"):
  with members:
    - "the price of stability of weighted congestion games"
    - "the robust price of anarchy of altruistic games"

Connected through hyperedge HE-8 (induced by source paper "game efficiency through linear programming duality"):
  with members:
    - "learning in auctions regret is hard envy is easy"
    - "non price equilibria in markets of discrete goods"

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)