Real cases

The idea you practise, in a real situation. Choose, see what actually happens, then reflect.

A case · you decide

Zeta and the long tail

Zeta — a teen counting words in a big English text for a word-game project

The idea in play: a few words do most of the work — frequency falls off roughly as one over rank (Zipf's law).

Zeta ran a word count on a long novel. "The" is the most common word, at about 60,000 times. A teammate guesses the tenth most common word shows up about half as often.

In large texts, word frequency roughly follows Zipf's law: the word at rank r appears about 1/r as often as the top word.

It is an approximation, not a law of physics, but it holds surprisingly well across languages.

About how many times should the tenth-ranked word appear?

Set the tile bag →

A case · you decide

Grapha and Freqa count the letters

Grapha & Freqa — a script specialist working with the frequency counter

The idea in play: a tile is a unit of the language's own script, never a byte.

Freqa's script counts Russian "щи" (cabbage soup) as 4 units. Grapha frowns. It is a two-letter word.

In UTF-8, each Cyrillic letter takes 2 bytes, so a byte count doubles the word's length.

A word game is played in letters. Frequencies have to be counted in the units a reader actually sees.

How many tiles should "щи" take in the Russian bag?

Set the tile bag →

A case · you decide

Rara and Zeta price the rare tiles

Rara & Zeta — a 17-year-old designing a word game for a language club

The idea in play: rare units are worth more points and get fewer tiles, because a few common units do most of the work.

Rara is setting the bag for an English version of her tile game. Her first draft gives every letter the same number of tiles and one point each.

Zeta's count: in running English text, E shows up about 120 times for every 1 Q.

Rara's rule says the rare, hard-to-use units should carry the most points, so a player who lands one is rewarded.

Which setting fits the count?

Set the tile bag →