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We consider the problem of quickly computing shortest paths in weighted graphs. Often, this is achieved in two phases: 1) derive auxiliary data in an expensive preprocessing phase, 2) use this auxiliary data to speedup the query phase. Instead, by adding a fast weight-customization phase, we extend Contraction Hierarchies to support a three-phase workflow: The expensive preprocessing is split into a phase exploiting solely the unweighted topology of the graph, as well as a lightweight phase that adapts the auxiliary data to a specific weight. We achieve this by basing our Customizable Contraction Hierarchies on nested dissection orders. We provide an in-depth experimental analysis on large road and game maps that shows that Customizable Contraction Hierarchies are a very practicable solution in scenarios where edge weights often change.