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 much does users psychology matter in engineering mean field type games"
  Abstract: Until now mean-field-type game theory was not focused on cognitively-plausible models of choices in humans, animals, machines, robots, software-defined and mobile devices strategic interactions. This work presents some effects of users' psychology in mean-field-type games. In addition to the traditional "material" payoff modelling, psychological patterns are introduced in order to better capture and understand behaviors that are observed in engineering practice or in experimental settings. The psychological payoff value depends upon choices, mean-field states, mean-field actions, empathy and beliefs. It is shown that the affective empathy enforces mean-field equilibrium payoff equity and improves fairness between the players. It establishes equilibrium systems for such interactive decision-making problems. Basic empathy concepts are illustrated in several important problems in engineering including resource sharing, packet collision minimization, energy markets, and forwarding in Device-to-Device communications. The work conducts also an experiment with 47 people who have to decide whether to cooperate or not. The basic Interpersonal Reactivity Index of empathy metrics were used to measure the empathy distribution of each participant. Android app called Empathizer is developed to analyze systematically the data obtained from the participants. The experimental results reveal that the dominated strategies of the classical game theory are not dominated any more when users' psychology is involved, and a significant level of cooperation is observed among the users who are positively partially empathetic.

Connected through hyperedge HE-1 (induced by source paper "dynamic psychological game theory for secure internet of battlefield things iobt systems"):
  with members:
    - "dynamic connectivity game for adversarial internet of battlefield things systems"
    - "prospect theory for enhanced cyber physical security of drone delivery systems a network interdiction game"
    - "fragility of the commons under prospect theoretic risk attitudes"
    - "caching in the sky proactive deployment of cache enabled unmanned aerial vehicles for optimized quality of experience"
    - "on bounded rationality in cyber physical systems security game theoretic analysis with application to smart grid protection"

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)