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: "boltzmann exploration done right"
  Abstract: Boltzmann exploration is a classic strategy for sequential decision-making under uncertainty, and is one of the most standard tools in Reinforcement Learning (RL). Despite its widespread use, there is virtually no theoretical understanding about the limitations or the actual benefits of this exploration scheme. Does it drive exploration in a meaningful way? Is it prone to misidentifying the optimal actions or spending too much time exploring the suboptimal ones? What is the right tuning for the learning rate? In this paper, we address several of these questions in the classic setup of stochastic multi-armed bandits. One of our main results is showing that the Boltzmann exploration strategy with any monotone learning-rate sequence will induce suboptimal behavior. As a remedy, we offer a simple non-monotone schedule that guarantees near-optimal performance, albeit only when given prior access to key problem parameters that are typically not available in practical situations (like the time horizon $T$ and the suboptimality gap $\Delta$). More importantly, we propose a novel variant that uses different learning rates for different arms, and achieves a distribution-dependent regret bound of order $\frac{K\log^2 T}{\Delta}$ and a distribution-independent bound of order $\sqrt{KT}\log K$ without requiring such prior knowledge. To demonstrate the flexibility of our technique, we also propose a variant that guarantees the same performance bounds even if the rewards are heavy-tailed.

Connected through hyperedge HE-1 (induced by source paper "making sense of reinforcement learning and probabilistic inference"):
  with members:
    - "behaviour suite for reinforcement learning"
    - "virel a variational inference framework for reinforcement learning"
    - "reinforcement learning and control as probabilistic inference tutorial and review"
    - "diversity is all you need learning skills without a reward function"
    - "soft actor critic off policy maximum entropy deep reinforcement learning with a stochastic actor"
    - "variational bayesian reinforcement learning with regret bounds"
    - "the uncertainty bellman equation and exploration"
    - "a tutorial on thompson sampling"

Connected through hyperedge HE-2 (induced by source paper "safe exploration for optimizing contextual bandits"):
  with members:
    - "to model or to intervene a comparison of counterfactual and online learning to rank from user interactions"
    - "bubblerank safe online learning to re rank via implicit click feedback"
    - "balancing speed and quality in online learning to rank for information retrieval"
    - "unbiased learning to rank with biased feedback"
    - "risk aware algorithms for adversarial contextual bandits"
    - "off policy evaluation for slate recommendation"
    - "counterfactual risk minimization learning from logged bandit feedback"
    - "introducing letor 4 0 datasets"

Connected through hyperedge HE-3 (induced by source paper "differentiable bandit exploration"):
  with members:
    - "meta learning of sequential strategies"
    - "empirical bayes regret minimization"
    - "a simple neural attentive meta learner"
    - "algorithms for multi armed bandit problems"
    - "efficient learning in large scale combinatorial semi bandits"
    - "an information theoretic analysis of thompson sampling"
    - "learning to optimize via posterior sampling"
    - "thompson sampling for contextual bandits with linear payoffs"

Connected through hyperedge HE-4 (induced by source paper "accelerated learning from recommender systems using multi armed bandit"):
  with members:
    - "session based recommendation with graph neural network"
    - "productization challenges of contextual multi armed bandits"
    - "perturbed history exploration in stochastic multi armed bandits"
    - "on the difficulty of evaluating baselines a study on recommender systems"
    - "a batched multi armed bandit approach to news headline testing"
    - "a simple deep personalized recommendation system"
    - "a survey on session based recommender systems"
    - "multiplayer bandits without observing collision information"

Connected through hyperedge HE-5 (induced by source paper "seeker real time interactive search"):
  with members:
    - "building a conversational agent overnight with dialogue self play"
    - "deep contextualized word representations"
    - "diversifying music recommendations"
    - "bert pre training of deep bidirectional transformers for language understanding"
    - "web scale responsive visual search at bing"
    - "flowqa grasping flow in history for conversational machine comprehension"
    - "a tutorial on thompson sampling"
    - "visual search at ebay"

Connected through hyperedge HE-6 (induced by source paper "deep active inference as variational policy gradients"):
  with members:
    - "bayesian policy selection using active inference"
    - "virel a variational inference framework for reinforcement learning"
    - "reinforcement learning and control as probabilistic inference tutorial and review"
    - "expanding the active inference landscape more intrinsic motivations in the perception action loop"
    - "addressing function approximation error in actor critic methods"
    - "soft actor critic off policy maximum entropy deep reinforcement learning with a stochastic actor"
    - "unsupervised predictive memory in a goal directed agent"
    - "recurrent world models facilitate policy evolution"

Connected through hyperedge HE-7 (induced by source paper "mastering complex control in moba games with deep reinforcement learning"):
  with members:
    - "human level performance in 3d multiplayer games with population based reinforcement learning"
    - "impala scalable distributed deep rl with importance weighted actor learner architectures"
    - "marginal policy gradients a unified family of estimators for bounded action spaces with applications"
    - "an empirical model of large batch training"
    - "hierarchical macro strategy model for moba game ai"
    - "horovod fast and easy distributed deep learning in tensorflow"
    - "feedback based tree search for reinforcement learning"
    - "moba a new arena for game ai"

Connected through hyperedge HE-8 (induced by source paper "tsallis reinforcement learning a unified framework for maximum entropy reinforcement learning"):
  with members:
    - "effective exploration for deep reinforcement learning via bootstrapped q ensembles under tsallis entropy regularization"
    - "path consistency learning in tsallis entropy regularized mdps"
    - "diversity is all you need learning skills without a reward function"
    - "soft actor critic off policy maximum entropy deep reinforcement learning with a stochastic actor"
    - "sbeed convergent reinforcement learning with nonlinear function approximation"
    - "equivalence between policy gradients and soft q learning"
    - "bridging the gap between value and policy based reinforcement learning"
    - "sparse markov decision processes with causal sparse tsallis entropy regularization for reinforcement learning"

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.LG(Machine Learning)