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: "how bad is selfish routing in practice"
  Abstract: Routing games are one of the most successful domains of application of game theory. It is well understood that simple dynamics converge to equilibria, whose performance is nearly optimal regardless of the size of the network or the number of agents. These strong theoretical assertions prompt a natural question: How well do these pen-and-paper calculations agree with the reality of everyday traffic routing? We focus on a semantically rich dataset from Singapore's National Science Experiment that captures detailed information about the daily behavior of thousands of Singaporean students. Using this dataset, we can identify the routes as well as the modes of transportation used by the students, e.g. car (driving or being driven to school) versus bus or metro, estimate source and sink destinations (home-school) and trip duration, as well as their mode-dependent available routes. We quantify both the system and individual optimality. Our estimate of the Empirical Price of Anarchy lies between 1.11 and 1.22. Individually, the typical behavior is consistent from day to day and nearly optimal, with low regret for not deviating to alternative paths.

Connected through hyperedge HE-1 (induced by source paper "on the price of satisficing in network user equilibria"):
  with members:
    - "sensitivity of wardrop equilibria revisited"
    - "the impact of worst case deviations in non atomic network routing games"
    - "the burden of risk aversion in mean risk selfish routing"
    - "on the performance of approximate equilibria in congestion games"

Connected through hyperedge HE-2 (induced by source paper "when is selfish routing bad the price of anarchy in light and heavy traffic"):
  with members:
    - "selfishness need not be bad"
    - "on the price of anarchy of highly congested nonatomic network 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)