Not really - a shortest path algorithm outputs a single path between a start and an end point.
This gives you a value (distance to player) for every square on the board; you can do a lot of things with that data, like choose between multiple "best steps" based on some other preference, or choose "best steps" for a large number of monsters efficiently.
No, it doesn't give you a distance-to-player for every square on the board. It is closer to giving you an ordered list of 'most recent player positions' - notably, the point directly in front of the player is not necessarily in this list. These positions contain "time since player was here," which is not a distance to player. (It could be thought of as a maximum bound on distance-to-player, I suppose).
If the player's route is not straight, some squares with "fresher scent" may be physically more distant from the player than squares with less fresh scent.
Not exactly - a shortest path algorithm would lead to the monsters "anticipating" the player coming around the obstacle and cutting them off.
The algorithm is summarized in the article as:
"When an enemy enters the Chase state it tries to raycast to the player and if nothing is in the way - chase em! If something is in the way, it goes through the scent trail in order and tries to raycast to each scent until it can see one, then - chase it!"
With complex geometry, this will frequently lead to a non-optimal route, and is probably more fun to play against.