The use as a pathfinding technique immediately stood out to me. If I'm understanding the way it works it results in variable speed, making it less useful for some game purposes. But this is super useful for animation. If you are trying to model crowd behavior your entities will seemingly speed up and slow down to allow others to pass but still arrive where you need them to at specific times.
One thoughts I had when first I skimmed the paper is that it should be straightforward to train a small, fast DNN to approximate the technique, and then use the DNN for applications that have more stringent performance requirements, including games.