you could add a higher level pathfindig, first search path between rooms, and do low level pathfinding only between neighbouring rooms.
As mentioned, the current behavior only operates the way it does as a stress test of the pathfinding code. In the long run this won't be an issue, because I will only want monsters to calculate a path once when the player runs out of sight.
It's impossible to play it.. Once I've got in a game, one mouse was already trying to get throw the door (they can pass throw the door a little bit), but when I've opened it... The room was filled up by almost 20 mouses and I couldn't even go around them or pass throw them..
Maybe you should stop smelling like cheese.

More seriously, if you ever get in that situation you could just use the "\noclip" command to escape.
Don't get the impression that this game is supposed to be anywhere near playable yet. These are test builds - when the AI is reasonably complete, items are mostly usable, and the dungeon can be progressed through multiple levels, then I'll consider this an alpha.
Also, the mice stick their noses through the doors because their collision box is somewhat smaller than the model. They also purposefully vibrate when they collide with things as a little hack I added to help them escape the occasional traffic jam.