Huh, interesting, I don't know why Google couldn't find those Roguebasin articles! Thanks!
I could have sworn Dijktstra's algorithm was an improvement on A*, not the other way around...
Oh, wow, I didn't realize these maps were that powerful, such that you can multiply them together to create nuanced AIs... - I've heard of influence maps, but I didn't realize they were so easy to compute! Now I can do things that I wanted to have in my 7DRL, such as having monsters pursue the player and NPCs, provided that the monsters are stronger, and having NPCs pursue weaker monsters and the player if he's stronger...
On large maps might they be rather slow, though? Especially if monsters/spaceships/whatever are moving about every turn? Given that you have to scan the entire map, and not stop as soon as you find a goal...
Now am I correct in reading the Roguebasin articles such that it's OK to reuse a map for multiple monsters, provided they all have the same goals? Even though the monsters are at different locations?
Also I suppose these maps could be used in reverse, provided there are no one-way paths? That is, instead of determining the path from any point on the map to the closest of points A, B, C, etc. it would determine the path from point A to any point on the map?