Illusory walls that act as mirrors can be interesting - especially if the assassins have some means of seeing through the illusions and are on the other side of the mirrors in question.
Adding in planes of glass is nice, and Doppelgangers taking the form of the characters will also confuse the issue (as it will seem that they are mere reflections - until they strike). Consider having a few moving walls / mirrors / planes of glass. The PC steps around a corner after being separated from the party - then seeks to go back and hits a mirror / plane of glass. Let them think they got turned around and have taken a wrong turn.
Do not map the planes of glass, just tell them that they cannot go in that direction - and let them move their own pieces on the whiteboard while you have a smaller board behind the DM shield with their actual location.
Don't forget - each time they break a mirror with an attack, the sharp shards of glass should 'splatter' back upon them - perhaps 1d3 slashing or piercing damage, using their attack against their own AC to see if it hit. This may prevent them from just breaking a path through the room of mirrors. Perhaps have crystalline walls - or even walls of force - behind some of the mirrors, the better to prevent a straight path of breakage.
If any of the assassins have invisibility this could prove invaluable.
As for how to treat the attacks, etc. As I said above, keep two boards this time. The players move their own pieces on the larger - outside of the DM shield - whiteboard. Each time the DM tells them whether or not they can actually move in that direction or not (per square). After they do, consider on the smaller whiteboard (or piece of paper / map with the players / foes mapped out, behind the DM shield) where the player may now appear to be to the others. Don't let the players map out on the white board where the 'walls' are, as this will make it easier for them to find their way and realize when new walls have appeared. Move the foes first on the mini-map behind the shield, then determine where they would seem to appear / move on the open whiteboard.
If an attack occurs, either it succeeds or fails (with shattered glass occuring often upon a failure - maybe opening a new path, or not if crystal / walls of force are in play behind it). After, a 20% miss chance is perhaps a good idea, as any movement on either's part could in fact create, negate, and move multiple images surrounding the character. By the way, if anyone casts mirror image, also determine where the mirror images will be seen, for each image would in fact cast its own reflections, further confusing the issue. I'd probably up the miss chance to 50% in that case, vs a Spot check perhaps. The DC should be a little high, however, due to the confusing complexity of the situation. DC 20 - 25 sounds about right, although unusual situations may push it up further.
Low lighting could also work in your favor. If the players are limited to perhaps no more than 20 ft (40 with LLV) unless they are carrying a torch it is enough to notice the nearer images (which is most of what they would be seeing anyway) while also making it harder to realize the size of the chamber and perhaps making it harder to realize how far they are into it - and from each other. Thus, if they briefly lose sight of another member - only to see them again a moment later - they are less likely to suspect a suddenly moving wall separated the member from the group and allowed a doppelganger to move in among them. If one of the group members tends to be the silent or standoffish type (or recently is due to some party arguement) they make an excellent choice for such, as the doppelganger might perhaps move among them for several rounds - even minutes - before they are found out.