  We consider the problem of quickly computing shortest paths in weighted
graphs given auxiliary data derived in an expensive preprocessing phase. By
adding a fast weight-customization phase, we extend Contraction Hierarchies by
Geisberger et al to support the three-phase workflow introduced by Delling et
al. Our Customizable Contraction Hierarchies use nested dissection orders as
suggested by Bauer et al. We provide an in-depth experimental analysis on large
road and game maps that clearly shows that Customizable Contraction Hierarchies
are a very practicable solution in scenarios where edge weights often change.
