Liu, ChengCai, WentongErfurth, ChristianEichler, GeraldSchau, Volkmar2019-02-202019-02-202009978-3-88579-242-9https://dl.gi.de/handle/20.500.12116/20423Massively Multiplayer Online Games (MMOGs) gradually become one of the most popular internet applications. Traditional client-server architecture is widely used in MMOGs' deployment, but its scalability and maintenance are limited mostly by servers. Peer-to-Peer (P2P) architecture, which attempts to make use of computer resources from the computers in the network, is considered to be a candidate infrastructure for MMOGs. In this paper, we investigate some related work and propose an algorithm to split overlay network for P2P-based MMOGs. We show the benefit of splitting the overlay network in reducing lookup latency of game objects through experiments and analytical analysis.enSplitting overlay network for peer-to-peer-based massively multiplayeronline gamesText/Conference Paper1617-5468