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Estimating Dynamic Games

Sanjog Misra
Anderson UCLA
Structural Workshop 2013
Misra Estimating Dynamic Games
Estimating Dynamic Discrete Games
In this workshop we have gone through a lot.
The main topics include...
1 Foundations: Structural Models (Reiss), Causality and
Identication (Goldfarb), Instruments (Rossi), Data (Mela)
2 Methods: Static Demand Models (Sudhir), Single Agent
Dynamics: Theory and Econometrics (Hitsch), Static Games
(Ellickson)
What you should have gleaned from their talks is that the
estimation of structural models requires
Data +Theory +Econometrics
The estimation of dynamic games combines elements from all
of the above talks and requires considerable expertise in
handling data, game theory, econometrics and computational
methods.
Misra Estimating Dynamic Games
Estimating Dynamic Discrete Games
Weve already learned how to estimate single-agent (SA)
dynamic discrete choice (DDC) models
Two main approaches
1 Full solution: NXFP (Rust, 1987)
2 Two-Step: CCP (Hotz and Miller, 1993)
In both cases, the underlying SA optimization problem
involved agents solving a dynamic programming (DP)
problem
With games, agents must solve an inter-related system of DP
problems
Their actions must be optimal given their beliefs & their
beliefs must be correct on average (or at least self-conrming)
As you can imagine, computing equilibria can be pretty
complicated...
Misra Estimating Dynamic Games
Estimating Dynamic Discrete Games
Ericson & Pakes (ReStud, 95) and Pakes & McGuire (Rand,
94) provide a framework for computing equilibria to dynamic
games.
More recently Goettler and Gordon (JPE 2012) provide an
alternative approach
However, using the original PM algorithm, solving a
reasonably complex EP-style dynamic game even once is
computationally demanding (if not impossible)
Estimating the model using NFXP is essentially intractable
Theres also the issue of multiple equilibria
The incompleteness this introduces can make it dicult to
construct a proper likelihood/objective function, further
complicating a NFXP approach
Two-step CCP estimation provides a work-around that
circumvents the iterative xed point calculation, solving
both problems
Misra Estimating Dynamic Games
Estimating Dynamic Discrete Games
CCP estimators were rst developed by Hotz & Miller (HM,
1993) & Hotz, Miller, Sanders & Smith (HMS
2
, 1994) for
DDC models
Four sets of authors (contemporaneously) suggested adapting
these methods to games:
1 Aguirregabiria and Mira (AM) (Ema, 2007),
2 Bajari, Benkard, and Levin (BBL) (Ema, 2007),
3 Pakes, Ostrovsky, and Berry (POB) (Rand, 2007), &
4 Pesendorfer and Schmidt-Dengler (PSD) (ReStud, 2008),
Well talk about AM & BBL
AM extends HM to games
BBL extends HMS
2
to games
Both are based on the framework suggested in Rust (94)
More recent contributions are Blevins et al. (2012) and
Arcidiacono and Miller (Ema, 2011)
Misra Estimating Dynamic Games
Aguirregabiria and Mira (Ema, 2007)
Sequential Estimation of Dynamic Discrete Games
Model
A dynamic discrete game of incomplete information.
Motivated by stylized model of retail chain competition.
Let d
t
be a vector of demand shifters in period t.
N rms operate in the market, indexed by i 1, 2, ..., N.
In each period t, rms decide simultaneously how many
outlets to operate - choosing from the discrete set
A = 0, 1, ..., J
The decision of rm i in period t is a
it
A
The vector of all rms actions is a
t
= (a
1t
, a
2t
, ..., a
Nt
)
Misra Estimating Dynamic Games
Model
Firms are characterized by two vectors of state variables that
aect protability: x
it
and
it
x
t
= (d
t
, x
1t
, x
2t
, ..., x
Nt
) is common knowledge, but

t
= (
1t
,
2t
, ...,
Nt
) is privately observed by rm i

i
(a
t
, x
t
,
it
) is rm i s per-period prot function.
Assume x
t
,
t
follows a controlled Markov process with
transition probability p (x
t+1
,
t+1
[a
t
, x
t
,
t
) , which is
common knowledge
Misra Estimating Dynamic Games
Model
Each rm chooses its number of outlets to maximize expected
discounted intertemporal prots,
E
_

s=t

st

i
(a
t
, x
t
,
it
) [ x
t
,
it
_
where (0, 1) is the (known) discount factor.
The primitives of the model are the prot functions

i
(),
the transition probability p ([), and
AM make the following set of assumptions...
Misra Estimating Dynamic Games
Assumptions
Misra Estimating Dynamic Games
Strategies and Bellman Equations
AM also assume that rms play stationary Markov strategies
Let =
i
(x,
i
) be a set of strategy functions (decision
rules), one for each rm, with

i
: X R
J+1
A
Associated with a set of strategy functions , dene a set of
conditional choice probabilities P

= P

i
(a
i
[x) such that
P

i
(a
i
[x) = Pr (
i
(x,
i
) = a
i
[x) =
_
I
i
(x,
i
) = a
i
g
i
(
i
) d
i
which represent the expected behavior of rm i from the point
of view of the rest of the rms (& us!), when rm i follows .
Misra Estimating Dynamic Games
Expected prots
Let

i
(a
i
, x) be rm i s current expected prot from
choosing alternative a
i
while the other rms follow .
By the independence of private information,

i
(a
i
, x) =

a
i
A
N1
_

j ,=i
P

j
(a
i
[ j ] [x)
_

i
(a
i
, a
i
, x)
where a
i
[ j ] is the j
th
rms element in the vector of actions
players other than i
Let

V

i
(x,
i
) be the value of rm i if it behaves optimally
now and in the future given that the other rms follow .
Misra Estimating Dynamic Games
Value Functions
By Bellmans principle of optimality, we can write

V

i
(x,
i
) = max
a
i
A
_

i
(a
i
, x) +
i
(a
i
) +

x
/
X
_
_

V

i
_
x
/
,
/
i
_
g
i
_

/
i
_
d
/
i
_
f

i
_
x
/
[x, a
i
_
_
(1)
where f

i
(x
/
[x, a
i
) is the transition probability of x conditional
on rm i choosing a
i
and the other rms following :
f

i
_
x
/
[x, a
i
_
=

a
i
A
N1
_

j ,=i
P

j
(a
i
[j ] [x)
_
f
_
x
/
[x, a
i
, a
i
_
AM prefer to work with the value functions integrated over
the private information variables.
Let V

i
(x) be the integrated value function
_
V

i
(x,
i
) g
i
(d
i
)
Misra Estimating Dynamic Games
Choice-Specic Value Functions
Based on this denition
V

i
(x) =
_
V

i
(x,
i
) g
i
(d
i
)
and the Bellman equation from above

V

i
(x,
i
) = max
a
i
A
_

i
(a
i
, x) +
i
(a
i
) +

x
/
X
_
_

V

i
_
x
/
,
/
i
_
g
i
_

/
i
_
d
/
i
_
f

i
_
x
/
[x, a
i
_
_
(1)
we can obtain the integrated Bellman equation
V

i
(x) =
_
max
a
i
A
v

i
(a
i
, x) +
i
(a
i
) g
i
(d
i
)
where
v

i
(a
i
, x) =

i
(a
i
, x) +

x
/
X
V

i
_
x
/
_
f

i
_
x
/
[x, a
i
_
which are often referred to as choice-specic value functions.
Misra Estimating Dynamic Games
Markov Perfect Equilibria
Now its time to enforce the fact that describes equilibrium
behavior (i.e. its a best response)
DEFINITION: A stationary Markov perfect equilibrium (MPE)
in this game is a set of strategy functions
+
such that for any
rm i and any (x,
i
) X R
J+1

+
i
(x,
i
) = arg max
a
i
A
_
v

+
i
(a
i
, x) +
i
(a
i
)
_
Ultimately, an equation (somewhat) like this will be the basis
of estimation
Misra Estimating Dynamic Games
Markov Perfect Equilibria
Note that

i
, V

i
, & f

i
only depend on through P, so AM
switch notation to
P
i
, V
P
i
, & f
P
i
so they can represent the
MPE in probability space.
Let
+
be a set of MPE strategies and let P
+
be the
probabilities associated with these strategies
P
+
(a
i
[x) =
_
I a
i
=
+
i
(x,
i
) g
i
(
i
) d
i
Equilibrium probabilities are a xed point (P
+
= (P
+
)),
where, for any vector of probabilities
P, (P) =
i
(a
i
[x; P
i
) and

i
(a
i
[x; P
i
) =
_
I
_
a
i
= arg max
a
i
A
_
v
P
+
i
(a, x) +
i
(a)
_
_
g
i
(
i
) d
i
The functions
i
are best response probability functions
Misra Estimating Dynamic Games
Markov Perfect Equilibria
The equilibrium probabilities solve the coupled xed-point
problems dened by
V

i
(x) =
_
max
a
i
A
v

i
(a
i
, x) +
i
(a
i
) g
i
(d
i
) (2)
and

i
(a
i
[x; P
i
) =
_
I
_
a
i
= arg max
a
i
A
_
v
P
+
i
(a, x) +
i
(a)
_
_
g
i
(
i
) d
i
(3)
Given a set of probabilities P:
The value functions V
P
i
are solutions of the N Bellman
equations in (2), and
Given these value functions, the best response probabilities are
dened by the RHS of (3).
Misra Estimating Dynamic Games
An Alternative Best Response Mapping
Its easier to work with an alternative best response mapping
(in probability space) that avoids the solution of the N
dynamic programming problems in (2).
The evaluation of this mapping is computationally much
simpler than the evaluation of the mapping (P), and it will
prove more convenient for the estimation of the model.
Let P
+
be an equilibrium and let V
P
+
1
, V
P
+
2
, ..., V
P
+
N
be rms
value functions associated with this equilibrium.
Misra Estimating Dynamic Games
Alternative Best Response Mapping
Because equilibrium probabilities are best responses, we can
rewrite the Bellman equation
V

i
(x) =
_
max
a
i
A
v

i
(a
i
, x) +
i
(a
i
) g
i
(d
i
) (2)
as
V
P
+
i
(x) =

a
i
A
P
+
i
(a
i
[x)
_

P
+
i
(a
i
, x) +e
P
+
i
(a
i
, x)
_
+

x
/
X
V
P
+
i
_
x
/
_
f
P
+
_
x
/
[x
_
(4)
where f
P
+
(x
/
[x) is the transition probability of x induced by
P
+
e
P
+
i
(a
i
, x) is the expectation of
i
(a
i
) conditional on x and
on alternative a
i
being optimal for player i
Misra Estimating Dynamic Games
Alternative Best Response Mapping
Note that e
P
+
i
(a
i
, x) is a function of g
i
and P
+
i
(x) only
The functional form depends on the probability distribution g
i
For example, if the
i
(a
i
) are iid T1EV, then
e
P
+
i
(a
i
, x) = E (
i
(a) [x,
+
i
(x,
i
) = a
i
) = ln (P
i
(a
i
[x))
where is Eulers constant & is the logit dispersion
parameter.
Taking equilibrium probabilities as given, expression (4)
V
P
+
i
(x) =

a
i
A
P
+
i
(a
i
[x)
_

P
+
i
(a
i
, x) +e
P
+
i
(a
i
, x)
_
+

x
/
X
V
P
+
i
_
x
/
_
f
P
+
_
x
/
[x
_
describes the vector of values V
P
+
i
as the solution of a system
of linear equations, which can be written in vector form as
_
I F
P
+
_
V
P
+
i
=

a
i
A
P
+
i
(a
i
) +
_

P
+
i
(a
i
) +e
P
+
i
(a
i
)
_
Misra Estimating Dynamic Games
Alternative Best Response Mapping
Let
i
(P
+
) =
i
(x; P
+
) : x X be the solution to this
system of linear equations, such that V
P
+
i
(x) =
i
(x; P
+
) .
For arbitrary probabilities P, the mapping

i
(P) =
_
I F
P
+
_
1
_

a
i
A
P
+
i
(a
i
) +
_

P
+
i
(a
i
) +e
P
+
i
(a
i
)
_
_
(5)
can be interpreted as a valuation operator.
An MPE is then a xed point (P) =
i
(a
i
[x; P) where

i
(a
i
[x; P) =
_
I
_
a
i
= arg max
a
i
A
_

P
i
(a, x) +
i
(a) +

x
/
X

i
_
x
/
; P
_
f
P
i
_
x
/
[x, a
_
__
g
i
(
i
) d
i
(6)
By denition, an equilibrium vector P
+
is a xed point of .
AMs Representation Lemma establishes that the reverse is
also true.
Equation (6) will be the basis of estimation
Misra Estimating Dynamic Games
Estimation
Assume the researcher observes M geographically separate
markets over T periods, where M is large and T is small.
The primitives
i
, g
i
, f , : i I are known to the
researcher up to a nite vector of structural parameters
R
[[
.
is assumed known (its very dicult to estimate)
We now incorporate as an explicit argument in the
equilibrium mapping .
Let
0
be the true value of in the population
Under Assumption 2 (i.e., conditional independence), the
transition probability function f can be estimated from
transition data using a standard maximum likelihood method
and without solving the model.
Misra Estimating Dynamic Games
Assumptions on DGP
Misra Estimating Dynamic Games
Maximum Likelihood Estimation
Dene the pseudo likelihood function
Q
M
(, P) =
1
M
M

m=1
T

t=1
N

i =1
ln
i
(a
imt
[x
mt
; P, )
where P is an arbitrary vector of players choice probabilities.
Consider rst the hypothetical case of a model with a unique
equilibrium for each possible value of .
Then the maximum likelihood estimator (MLE) of
0
can be
dened from the constrained multinomial likelihood

MLE
= arg max

Q
M
(, P) subject to P = (, P)
Misra Estimating Dynamic Games
MLE
However, with multiple equilibria the restriction P = (, P)
does not dene a unique vector P, but a set of vectors.
In this case, the MLE can be dened as

MLE
= arg max

_
_
_
sup
P(0,1)
N[X[
Q
M
(, P) subject to P = (, P)
_
_
_
Thus, for each candidate , we need to compute all the
vectors P that constitute equilibria (given ) and select the
one with the highest value of Q
M
(, P) .
At present, there are no known methods that can do so
(robustly).
Therefore, AM introduce a class of pseudo maximum
likelihood estimators.
Misra Estimating Dynamic Games
Pseudo Maximum Likelihood (PML) Estimation
The PML estimators try to minimize the number of
evaluations of for dierent vectors of players probabilities
P.
Suppose that we know the population probabilities P
0
and
consider the (infeasible) PML estimator

= arg max

Q
M
_
, P
0
_
Under standard regularity conditions, this estimator is
_
M-CAN, but infeasible since P
0
is unknown.
However, if we can obtain a
_
M-consistent nonparametric
estimator of P
0
, then we can dene the feasible two-step PML
estimator

2S
= arg max

Q
M
_
,

P
0
_
Misra Estimating Dynamic Games
PML
_
M-CAN of

P
0
(+ regularity conditions) are sucient to
guarantee that the PML estimator is
_
M-CAN.
There are two good reasons to care about this estimator
1 It deals with the indeterminacy problem associated with
multiple equilibria (its robust)
2 Furthermore, repeated solutions of the dynamic game are
avoided, which can result in signicant computational gains
(its simple)
Misra Estimating Dynamic Games
PML: Drawbacks
However, the two-step PML has some drawbacks
1 Its asymptotic variance depends on the variance of the
nonparametric estimator

P
0
.
Therefore, it can be very inecient when is large.
2 For the sample sizes available in actual applications, the
nonparametric estimator of P
0
can be very imprecise (small
sample bias).
Theres a curse of dimensionality here...
3 For some models, its impossible to obtain consistent
nonparametric estimates of P
0
.
e.g. models with unobserved market characteristics.
To address these issues, AM introduce the Nested Pseudo
Likelihood estimator.
Misra Estimating Dynamic Games
Nested Pseudo Likelihood (NPL) Method
NPL is a recursive extension of the two-step PML estimator.
Let

P
0
be a (possibly inconsistent) initial guess of the vector
of players choice probabilities.
Given

P
0
, the NPL algorithm generates a sequence of
estimators
_

K
: K _ 1
_
, where the K-stage estimator is
dened as

K
= arg max

Q
M
_
,

P
K1
_
and the probabilities
_

P
K
: K _ 1
_
are obtained recursively as

P
K
=
_

K
,

P
K1
_
Misra Estimating Dynamic Games
NPL
If the initial guess

P
0
is a consistent estimator, all elements of
the sequence of estimators
_

K
: K _ 1
_
are consistent
However, AM are interested in the properties of the estimator
in the limit (if it converges)
If the sequence
_

K
,

P
K
_
converges, its limit
_

,

P
_
is such
that

maximizes Q
M
_
,

P
_
and

P =
_

,

P
_
and any pair that does so is a NPL xed point.
AM show that a NPL xed point always exists and, if there is
more than one, the one with the highest value of the pseudo
likelihood is a consistent estimator
Of course, it may be very dicult to nd multiple roots
Misra Estimating Dynamic Games
NPL
NPL preserves the two main advantages of PML
1 Its feasible in models with multiple equilibria, and
2 It minimizes the number of evaluations of the mapping for
dierent values of P
Furthermore
1 Its more ecient than either infeasible or two-step PML
(because it imposes the MPE condition in sample)
2 It reduces the nite sample bias generated by imprecise
estimates of P
0
3 It doesnt require initially consistent

P
0
s (so it can
accommodate unobserved heterogeneity)
AM show how to extend NPL to settings with permanent
unobserved heterogeneity, but lets skip that & look at some
Monte Carlos
Misra Estimating Dynamic Games
Monte Carlos
Consider a simple entry/exit example where 5 rms can
operate at most 1 store, so a
it
0, 1
Variable prot is given by

RS
ln (S
mt
)
RN
ln
_
1 +

j ,=i
a
jmt
_
where S
mt
is the size of market m in period t, and
RS
&
RN
are parameters to be estimated
The prot function of an active rm is

imt
(1) =
RS
ln (S
mt
)
RN
ln
_
1 +

j ,=i
a
jmt
_

FC,i

EC
(1 a
im,t1
) +
imt
where
FC,i
is xed cost,
EC
is entry cost, and
imt
~ T1EV
The prot function of an inactive rm is simply

imt
(0) =
imt
Misra Estimating Dynamic Games
Monte Carlos
ln (S
mt
) follows a discrete rst order Markov process, with
known transition matrix and nite support 1, 2, 3, 4, 5
Fixed operating costs are

FC,1
= 1.9,
FC,2
= 1.8,
FC,3
= 1.7,
FC,4
= 1.6,
FC,5
= 1.5
so that rm 5 is most ecient and rm 1 is least ecient.

RS
= 1 and = .95 throughout, but AM will vary
RN
and

EC
Misra Estimating Dynamic Games
Monte Carlos
The space of common knowledge state variables (S
mt
, a
t1
)
has 2
5
5 = 160 cells.
Theres a dierent vector of CCPs for each rm, so the
dimension of the CCP vector for all rms is 5 160 = 800.
For each experiment, they compute a MPE.
The equilibrium is obtained by iterating the best response
probability mapping starting with a 800 1 vector of choice
probabilities (guesses) - (e.g. P
i
(a
i
= 1[x) = .5 \x, i )
They can then calculate the steady state distribution and
generate fake data.
Table II presents some descriptive statistics associated with
the MPE of each experiment.
Misra Estimating Dynamic Games
Markov Perfect Equilibria for each experiment
Misra Estimating Dynamic Games
Monte Carlos
They then calculate the two-step PML and NPL estimators
using the following choices for the initial vector of probabilities
1 The true vector of equilibrium probabilities P
0
2 Nonparametric frequency estimates
3 Logits (for each rm) with the log of market size and
indicators of incumbency status for all rms as explanatory
variables, and
4 Independent random draws from a U(0, 1) r.v.
Tables IV and V summarize the results
Misra Estimating Dynamic Games
Monte Carlo Results
Misra Estimating Dynamic Games
Monte Carlo Results
Misra Estimating Dynamic Games
Discussion of Results
The NPL algorithm always converged to the same estimates
(regardless of the value of

P
0
)
The algorithm converged faster when initialized with logit
estimates
The 2S-Freq estimator is highly biased in all experiments,
although its variance is sometimes smaller than the NPL and
2S-True estimators.
Its main drawback is small sample bias...
The NPL estimator performs very well relative to the 2S-True
both in terms of variance and bias.
In all the experiments, the most important gains associated
with the NPL estimator occur for the entry cost parameter.
Misra Estimating Dynamic Games
Motivation for BBL
A big drawback of the AM approach (and PSD & POB as
well) is that its designed for discrete controls (and discrete
states)
A big selling point of BBL is that it can
However,
1 Its not completely clear that AM cant be extended to
continuous controls and states (see, e.g., Arcidiacono and
Miller (2011))
2 The way BBL handles continuous controls is probably
infeasible (unless there are no structural shocks to investment)
3 BBLs objective function can be dicult to optimize, so you
might want to mix & match a bit.
Lets look now at how BBL works...
Misra Estimating Dynamic Games
Background for BBL (HMSS)
The original idea for the methods proposed in BBL came from
Hotz, Miller, Sanders and Smith (1994)
They proposed a two-step (really 3) approach
1 Estimate the transition kernels f (s
/
[s, a) and CCPs P (a[s)
from the data
2 Approximate V
_
s[

P
_
using Monte-Carlo approaches
3 Construct and maximize an objective function to obtain
parameters
Lets look how this might work...
Misra Estimating Dynamic Games
Forward Simulation (HMSS)
For each state (s S) draw a sequence of R future paths as
follows
1 Draw iid shocks
0
(a)
2 Compute optimal policies

P (a[s
0
) and pick action a
0
(
0
, s
0
)
3 Compute payos U
r
0
= u (s
0
, a
0
; ) +
0
(a
0
)
4 Draw next period state s
1
~

f (s
/
[s
0
, a
0
) and repeat for T
iterations.
We can use these to construct Value functions...
Misra Estimating Dynamic Games
Value Function (HMSS)
At some T we stop the forward simulation and use the fact
that
V
r
(s
0
) =
T

t=0

t
U
r
t
To construct

V
_
s
0
[

P
_
=
1
R
R

r =1
V
r
(s
0
)
We can then obtain an estimator using
A Pseudo Likelihood, GMM or Least Squares
max


t

i
a
it
ln
_
a
it
[s
it
,

V
_
min


i
_

t
_
a
it

_
a
it
[s
it
,

V
_
Z
it
_
_

1
_

t
_
a
it

_
a
it
[s
it
,

V
_
Z
it
_
_
/
min

P (a[s)
_
a[s,

V
__
/
W
1
_

P (a[s)
_
a[s,

V
__
Misra Estimating Dynamic Games
Bajari, Benkard, and Levin (Ema, 2007)
Estimating Dynamic Models of Imperfect Competition
So what does BBL do?
Extends HMSS to games
Generalizes the idea to continuous actions
Proposes an inequality conditions for estimation (Bounds
estimator)
The key element of BBL is that it (like AM 2007) allows the
research to be agnostic about equilibrium selection
and side-step the multiple equilibria problem.
Misra Estimating Dynamic Games
Bajari, Benkard, and Levin (Ema, 2007)
Estimating Dynamic Models of Imperfect Competition
Notation
The game is in discrete time with an innite horizon
There are N rms, denoted i = 1, ..., N making decisions at
times t = 1, 2, ...,
Conditions at time t are summarized by discrete states
s
t
S
L
Given s
t
, rms choose actions simultaneously
Let a
it
A
i
denote rm i s action at time t, and
a
t
= (a
1t
, ..., a
Nt
) the vector of time t actions
Misra Estimating Dynamic Games
Notation
Before choosing its action, each rm i receives a private shock

it
drawn iid from G
i
([s
t
) with support 1
i

M
Denote the vector of private shocks
t
= (
1t
, ...,
Nt
)
Firm i s prots are given by
i
(a
t
, s
t
,
it
) and rms share a
common (& known) discount factor < 1
Given s
t
, rm i s expected prot (prior to seeing
it
) is
E
_

=t

t

i
(a

, s

,
i
)[s
t
_
where the expectation is over current shocks and actions, as
well as future states, actions, and shocks.
Misra Estimating Dynamic Games
State Transitions & Equilibrium
s
t+1
is drawn from a probability distribution P (s
t+1
[a
t
, s
t
)
They focus on pure strategy MPE
A Markov strategy is a function
i
: S 1
i
A
i
A prole of Markov strategies is a vector, = (
1
, ...,
N
) ,
where : S 1
1
... 1
N
A
Given , rm i s expected prot can then be written
recursively
V
i
(s; ) = E

i
( (s, ) , s,
i
) +
_
V
_
s
/
;
_
dP
_
s
/
[ (s, ) , s
_
[s
_
The prole is a MPE if, given opponent prole
i
, each
rm i prefers strategy
i
to all other alternatives
/
i
V
i
(s; ) _ V
i
_
s;
/
i
,
i
_
Misra Estimating Dynamic Games
Structural Parameters
The structural parameters of the model are the discount factor
, the prot functions
1
, ...,
N
, the transition probabilities
P, and the distributions of private shocks G
1
, ..., G
N
.
Like AM, they treat as known and estimate P directly from
the observed state transitions.
They assume the prots and shock distributions are known
functions of a parameter vector :
i
(a, s,
i
; ) and
G
i
(
i
[s, ) .
The goal is to recover the true under the assumption that
the data are generated by a MPE.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Their main (novel) example is based on the EP framework.
Incumbent rms are heterogeneous, each described by its
state z
it
1, 2, ..., z ; potential entrants have z
it
= 0
Incumbents can make an investment I
it
_ 0 to improve their
state
An incumbent rm i in period t earns
q
it
(p
it
mc (q
it
, s
t
; )) C (I
it
,
it
; )
where p
it
is rm i s price, q
it
= q
i
(s
t
, p
t
; ) is quantity,
mc () is marginal cost, and
it
is a shock to the cost of
investment.
C (I
it
,
it
; ) is the cost of investment.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Competition is assumed to be static Nash in prices.
Firms can also enter and exit.
Exitors receive and entrants pay
et
, an iid draw from G
e
In equilibrium, incumbents make investment and exit decisions
to maximize expected prots.
Each incumbent i uses an investment strategy I
i
(s,
i
) and
exit strategy
i
(s,
i
) chosen to maximize expected prots.
Entrants follow a strategy
e
(s,
e
) that calls for them to
enter if the expected prot from doing so exceeds its entry
cost.
Misra Estimating Dynamic Games
First Stage Estimation
The goal of the rst stage is to estimate the state transition
probabilities P(s
/
[a, s) and equilibrium policy functions (s, )
The second stage will use the equilibrium conditions from
above to estimate the structural parameters
In order to obtain consistent rst stage estimates, they must
assume that the data are generated by a single MPE prole
This assumption has a lot of bite if the data come from
multiple markets
Its quite weak if the data come from only a single market
Misra Estimating Dynamic Games
First Stage Estimation
Stage 0:
The static payo function will typically be estimated o line
in a 0
th
stage (e.g. BLP, Olley-Pakes)
Stage 1:
Its usually fairly straightforward to run the rst stage: just
regress actions on states in a exible manner.
Since these are not structural objects, you should be as exible
as possible. Why?
Of course, if s is big, you may have to be very parametric here
(i.e. OLS regressions and probits).
In this case, your second stage estimates will be inconsistent...
Continuous actions are especially tricky (hard to be
nonparametric here)
Misra Estimating Dynamic Games
Estimating the Value Functions
After estimating policy functions, rms value functions are
estimated by forward simulation.
Let V
i
(s, ; ) denote the value function of rm i at state s
assuming rm i follows the Markov strategy
i
and rival rms
follow
i
Then
V
i
(s, ; ) = E
_

0=t

t

i
( (s
t
,
t
) , s
t
,
it
; )[s
0
= s;
_
where the expectation is over current and future values of s
t
and
t
Given a rst-stage estimate

P of the transition probabilities,
we can simulate the value function V
i
(s, ; ) for any strategy
prole and parameter vector .
Misra Estimating Dynamic Games
Estimating the Value Functions
A single simulated path of play can be obtained as follows:
1 Starting at state s
0
= s, draw private shocks
i 0
from
G
i
([s
0
, ) for each rm i .
2 Calculate the specied action a
i 0
=
i
(s
0
,
i 0
) for each rm i ,
and the resulting prots
i
(a
0
, s
0
,
i 0
; )
3 Draw a new state s
1
using the estimated transition
probabilities

P ([a
0
, s
0
)
4 Repeat steps 1-3 for T periods or until each rm reaches a
terminal state with known payo (e.g. exits from the market)
Averaging rm i s discounted sum of prots over many paths
yields an estimate

V
i
(s, ; ) , which can be obtained for any
(, ) pair, including both the true prole (which you
estimated in the rst stage) and any alternative you care to
construct.
Misra Estimating Dynamic Games
Special Case of Linearity
Forward simulation yields a low cost estimate of the Vs for
dierent s given , but the procedure must be repeated for
each candidate .
One case is simpler.
If the prot function is linear in the parameters so that

i
(a, s,
i
; ) =
i
(a, s,
i
)
we can then write the value function as
V
i
(s, ; ) = E
_

t=0

t

i
( (s
t
,
t
) , s
t
,
it
)[s
0
= s
_
= W
i
(s; )
In this case, for any strategy prole , the forward simulation
procedure only needs to be used once to construct each W
i
.
You can then obtain V
i
easily for any value of .
Misra Estimating Dynamic Games
Second Stage Estimation
The rst stage yields estimates of the policy functions, state
transitions, and value functions.
The second stage uses the models equilibrium conditions
V
i
(s;
i
,
i
; ) _ V
i
_
s;
/
i
,
i
;
_
to recover the parameters that rationalize the strategy
prole observed in the data.
They show how to do so for both set and point identied
models
We will focus on the point identied case here.
Misra Estimating Dynamic Games
Second Stage Estimation
To see how the second stage works, dene
g (x; , ) = V
i
(s;
i
,
i
; , ) V
i
_
s;
/
i
,
i
; ,
_
where x A indexes the equilibrium conditions and
represents the rst-stage parameter vector.
The inequality dened by x is satised at , if g (x; , ) _ 0
Dene the function
Q (, ) =
_
(min g (x; , ) , 0)
2
dH(x)
where H is a distribution over the set A of inequalities.
Misra Estimating Dynamic Games
Second Stage Estimation
The true parameter vector
0
satises
Q (
0
,
0
) = 0 = min

Q(,
0
)
so we can estimate by minimizing the sample analog of
Q(,
0
)
The most straightforward way to do this is to draw rms and
states at random and consider alternative policies
/
i
that are
slight perturbations of the estimated policies.
Misra Estimating Dynamic Games
Second Stage Estimation
We can then use the above forward simulation procedure to
construct analogues of each of the V
i
terms and construct
Q (, ) =
1
n
I
n
I

k=1
(min g (X
k
; , ) , 0)
2
How? By drawing n
I
dierent alternative policies, computing
their values, nding the dierence versus the optimal policy
payo, and using an MD procedure to estimate the
parameters that minimize these protable deviations.
Their estimator minimizes the objective function at =
n
= arg min

Q
n
(,
n
)
See the paper for the technical details.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Lets see how they estimate the EP model.
First, they have to choose some parameterizations.
They assume a logit demand system for the product market.
There are M consumers with consumer r deriving utility U
ri
from good i
U
ri
=
0
ln(z
i
) +
1
ln (y
r
p
i
) +
ri
where z
i
is the quality of rm i , p
i
is rm i s price, y
r
is
income, and
ri
is an iid logit error
All rms have identical constant marginal costs of production
mc(q
i
; ) =
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Each period, rms choose investment levels I
it

+
to
increase their quality in the next period.
Firm i s investment is successful with probability
I
it
(1 + I
it
)
in which case quality increases by one, otherwise it doesnt
change.
There is also an outside good, whose quality moves up by one
with probability each period.
Firm i s cost of investment is
C(I
i
) = I
i
so there is no shock to investment (its deterministic)
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
The scrap value is constant and equal for all rms.
Each period, the potential entrant draws a private entry cost

et
from a uniform distribution on
_

L
,
H

The state variable s


t
= (N
t
, z
1t
, ..., z
Nt
, z
out,t
) includes the
number of incumbent rms and current product qualities.
The model parameters are
0
,
1
, , , ,
L
,
H
, , , , & y
They assume that & y are known, & are transition
parameters estimated in a rst stage,
0
,
1
, & are demand
parameters (also estimated in a rst stage), so the main
(dynamic) parameters are simply =
_
, ,
L
,
H
_
Due to the computational burden of the PM algorithm, they
consider a setting in which only _ 3 rms can be active.
They generated datasets of length 100-400 periods using PM.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Here are the parameters they use.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
The rst stage requires estimation of the state transitions and
policy functions (as well as the demand and mc parameters).
For the state transitions, they used the observed investment
levels and qualities to estimate and by MLE.
They estimated the demand parameters by MLE as well, using
quantity, price, and quality data.
They recover from the static mark-up formula.
They used local linear regressions with a normal kernel to
estimate the investment, entry, and exit policies.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Given strategy prole = (I , ,
e
), the incumbent value
function is
V
i
(s; ) = W
1
(s; ) +W
2
(s; ) +W
3
(s; )
= E
_

t=0

t

i
(s
t
)[s = s
0
_
E
_

t=0

t
I
i
(s
t
)[s = s
0
_

+E
_

t=0

t

i
(s
t
)[s = s
0
_

where the rst term
i
(s
t
) is the static prot of incumbent i
given state s
t
The 2
nd
term is the expected PV of investment
The 3
rd
term is the expected PV of the scrap value earned
upon exit.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
To apply the MD estimator, they constructed alternative
investment and exit policies by drawing a mean zero normal
error and adding it to the estimated rst stage investment and
exit policies.
They used n
s
= 2000 simulation paths, each having length at
most 80, to compute the PV W
1
, W
2
, W
3
terms for these
alternative policies.
They can then estimate & using their MD procedure.
Its also straightforward to estimate the entry cost distribution
(parametrically or non-parametrically) - see the paper for
details.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Truth: = 1 & = 6
For small sample sizes, there is a slight bias in the estimates
of the exit value.
Investment cost parameters are spot on.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
Truth: = 1, = 6,
l
= 7, &
h
= 11
The subsampled standard errors are on average slightly
smaller than the true SEs.
This is likely due to small sample sizes.
Misra Estimating Dynamic Games
Example: Dynamic Oligopoly
The entry cost distribution is recovered quite well, despite
small sample size (and few entry events).
Misra Estimating Dynamic Games
Conclusions
Both AM & BBL are based on the same underlying idea (CCP
estimation)
As such, its quite possible to mix and match from the two
approaches
e.g. forward simulate the CV terms and use a MNL likelihood
We have found AM-style approaches easier to implement, but
that might be idiosyncratic.
Applications in marketing are growing: Goettler and Gordon
(2012), Ellickson, Misra, Nair (2012), Misra and Nair (2011),
Chung et al. (2012) ...
If you are interested in applying this stu, you should read
everything you can get your hands on!
Misra Estimating Dynamic Games

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