armor: get damaged

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents material
Weight: 0.59
, object
Weight: 0.57
, thing
Weight: 0.56
, feature
Weight: 0.54
Siblings bulletproof vest
Weight: 0.63
, heavy metal
Weight: 0.33
, titanium dioxide
Weight: 0.33
, steel wool
Weight: 0.32
, aluminum foil
Weight: 0.32

Related properties

Property Similarity
get damaged 1.00
become damaged 0.96
affect damage 0.83
directly affect damage 0.79
directly affect damage received 0.76

Priors about this statement

Cues

0.2 0.4 0.6 0.8 Joint Necessity Sufficiency Implication Entailment Contradiction Entropy

Evidence

0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Clauses

Salient implies Plausible

0.22
Rule weight: 0.28
Evidence weight: 0.78
Similarity weight: 1.00
Evidence: 0.65
Plausible(armor, get damaged)
Evidence: 0.63
¬ Salient(armor, get damaged)

Similarity expansion

0.69
Rule weight: 0.85
Evidence weight: 0.98
Similarity weight: 0.83
Evidence: 0.76
Typical(armor, get damaged)
Evidence: 0.10
¬ Typical(armor, affect damage)
0.67
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.96
Evidence: 0.76
Typical(armor, get damaged)
Evidence: 0.76
¬ Typical(armor, become damaged)
0.62
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.96
Evidence: 0.42
Remarkable(armor, get damaged)
Evidence: 0.40
¬ Remarkable(armor, become damaged)
0.62
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.83
Evidence: 0.65
Plausible(armor, get damaged)
Evidence: 0.35
¬ Plausible(armor, affect damage)
0.60
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.96
Evidence: 0.63
Salient(armor, get damaged)
Evidence: 0.70
¬ Salient(armor, become damaged)
0.54
Rule weight: 0.85
Evidence weight: 0.67
Similarity weight: 0.96
Evidence: 0.65
Plausible(armor, get damaged)
Evidence: 0.96
¬ Plausible(armor, become damaged)
0.54
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.83
Evidence: 0.63
Salient(armor, get damaged)
Evidence: 0.63
¬ Salient(armor, affect damage)
0.50
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.76
Typical(armor, get damaged)
Evidence: 0.94
¬ Typical(armor, directly affect damage received)
0.45
Rule weight: 0.85
Evidence weight: 0.70
Similarity weight: 0.76
Evidence: 0.42
Remarkable(armor, get damaged)
Evidence: 0.52
¬ Remarkable(armor, directly affect damage received)
0.45
Rule weight: 0.85
Evidence weight: 0.69
Similarity weight: 0.76
Evidence: 0.65
Plausible(armor, get damaged)
Evidence: 0.89
¬ Plausible(armor, directly affect damage received)
0.43
Rule weight: 0.85
Evidence weight: 0.66
Similarity weight: 0.76
Evidence: 0.63
Salient(armor, get damaged)
Evidence: 0.91
¬ Salient(armor, directly affect damage received)
0.31
Rule weight: 0.85
Evidence weight: 0.44
Similarity weight: 0.83
Evidence: 0.42
Remarkable(armor, get damaged)
Evidence: 0.96
¬ Remarkable(armor, affect damage)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.88
Similarity weight: 1.00
Evidence: 0.63
Salient(armor, get damaged)
Evidence: 0.76
¬ Typical(armor, get damaged)
Evidence: 0.42
¬ Remarkable(armor, get damaged)

Typical implies Plausible

0.35
Rule weight: 0.48
Evidence weight: 0.73
Similarity weight: 1.00
Evidence: 0.65
Plausible(armor, get damaged)
Evidence: 0.76
¬ Typical(armor, get damaged)