Only within undirected graphs. Sadly, this won't revolutionize video games, where we still have to use the A* algorithm from 1968 that is the literal computing bottleneck limiting us to mere hundreds of intelligent characters at once in a barely dynamic environment.
In the article it does talk about how they arrived at a partial solution that only worked on undirected graphs, but then they started taking a hybrid approach to get it to work on directed graphs.