Check the debug draw function on how to iterate over the CHF:
http://code.google.com/p/recastnavigation/source/browse/trunk/DebugUtils/Source/RecastDebugDraw.cpp#212
CHFs are build so that it is easy to attach extra data to it.
chf.spanCount tells you how many spans there are. You can then use the
'i' to access the data.
calculateDistanceField() is pretty easy example to follow on how to
access neighbours.
http://code.google.com/p/recastnavigation/source/browse/trunk/Recast/Source/RecastRegion.cpp#31
In the same file you can also find how to do depth first search on CHFs.
--mikko
I think your next step is a bit higher level tactical representations
and behaviors. William has bunch of interesting presentations and
links at his site related to that: http://www.cgf-ai.com/ AI Wisdom
books are pretty ok too, although they are getting out dated:
http://www.aiwisdom.com/ AiGamedev is pretty much the best and more
recent game AI source.
A lot of folks are using behavior trees (BT) or some form of
hierarchical state machines (HSM) these days for behaviors. There are
tons of information about them out there. I suggest you to just start
testing things out!
--mikko