Revisiting Log-Linear Learning Jason Marden Center for the Mathematics of Information California Institute of Technology Abstract: This talk focuses on the theory of learning in games. We consider the learning algorithm log-linear learning introduced by Blume in 1993. In potential games, log-linear learning provides guarantees on the percentage of time that the joint action profile will be at a potential maximizer. The traditional analysis of log-linear learning has centered around explicitly computing the stationary distribution. This analysis relied on a highly structured setting: i) players' utility functions constitute an exact potential game, ii) players update their strategies one at a time, which we refer to as asynchrony, iii) at any stage, a player can select any action in the action set, which we refer to as completeness, and iv) each player is endowed with the ability to assess the utility he would have received for any alternative action provided that the actions of all other players remain fixed. Since the appeal of log-linear learning is not solely the explicit form of the stationary distribution, we seek to address to what degree one can relax the structural assumptions while maintaining that only potential function maximizers are the stochastically stable action profiles. The first part of this talk reviews the theory of resistance trees for regular perturbed Markov decision processes introduced by Young in 1993. This theory provides a methodology for evaluating the stochastically stable states in any regular perturbed Markov decision process. The second part of this talk focuses on utilizing this theory to develop new distributed learning algorithms with similar guarantees as log-linear learning but with less stringent structural requirements.