Local avoidance of multiple in-game AI units. Local avoidance is based on Velocity Obstacles (VO) using, especially, the ClearPath algorithm. A number of cases are shown and handled as well as a comparison of not using any local avoidance.
This was implemented in C# using Unity 3D. It will be a part of the A* Pathfinding Project 3.0.8 (pro version, to begin with).