Find the missing power with logarithms
A logarithm finds a missing power. Four rounds of doubling turn one point into sixteen, so log₂(16) = 4.
A game score starts at one and doubles after each round. You know it reached sixteen. To find the number of rounds, work backwards from that score. A logarithm does that job. The small 2 in log₂ tells you to use powers of two.
Recover the number of doubling rounds
log₂(16) = ? → 2^? = 16
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Translate the notation
The base is the factor you use again and again. With base two, ask which power of two makes sixteen.
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Count the doubling steps
There are four changes, starting from one. The starting value is not a doubling round.
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Check by taking the power
Four factors of two rebuild the score. A logarithm returns that exponent, which is the missing power.
The target score goes across; rounds go up
One point needs zero rounds, two need one, four need two and eight need three. Doubling the target adds one to the height.
Make a graph from the same question
For y = log₂(x), let x be the target score and y the rounds needed. A score of eight needs three rounds, so (8, 3) is a point on the graph.
Scores 1, 2, 4 and 8 give rounds 0, 1, 2 and 3. Each doubling moves the height up by one. The gaps between scores grow, so the curve rises more slowly.
A power of two stays above zero. It cannot give zero or a negative target, so this graph needs x above zero. Half a point means going one doubling step backwards: 2⁻¹ = 1/2, so log₂(1/2) = −1.
Change the base, not the meaning
With base three, each step triples the start. Since 3² = 9, log₃(9) = 2. The job stays the same: recover the power. You can also place a target between known powers without finding its exact value.
Try it yourself
Work out an answer and explain your reasoning. Then check the explanation.
Change the target
How many doubling rounds reach this target from one?
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2⁵ = 32, so the missing power is 5.
Read a different base
What power of three reaches the target? Check by multiplying back.
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3 × 3 × 3 × 3 = 81.
Estimate between anchor powers
Use the powers just below and above twelve to place the missing power.
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Since 2³ = 8 and 2⁴ = 16, the power that makes twelve lies between three and four.
Choose the rounds-from-score graph
Which graph gives the right number of rounds when the target score is one?
At scores one, two and four, the heights are zero, one and two.
At scores one, two and four, the heights are two, three and four.
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A score of one needs zero doubling rounds. Graph A includes (1, 0). Graph B has an extra two in every height.
Why a logarithmic scale can help
An ordinary scale uses equal gaps for equal additions: one, two, three, four. A base-two log scale uses equal gaps for doubling: one, two, four, eight. This lets a small space show very large changes.
A log scale changes an axis's spacing. The graph above instead plots a logarithm on ordinary axes. The ideas connect, but they are not the same picture.
Read a shifted or flipped log graph
A number in front of the log multiplies its result. In y = 2log₂(x), x = 4 gives 2 × 2 = 4.
In y = log₂(x) + 2, add two to every height. So x = 1 gives y = 2. A minus sign before the log turns the curve upside down. Check a known power in the full rule before choosing.
Try the graph connection
The game asks you to match logarithm rules to graphs. Use a target that is a power you know, then check its height. Include any changes in the full rule.
2-minute practice · keep going after mistakes · opens in a new tab