awake: be used to go to help another at night

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents show
Weight: 0.52
, song
Weight: 0.49
, play
Weight: 0.45
, state
Weight: 0.44
, magazine
Weight: 0.40
Siblings alive
Weight: 0.30
, talk show
Weight: 0.30
, midnight
Weight: 0.30
, night
Weight: 0.30
, game show
Weight: 0.29

Related properties

Property Similarity
be used to go to help another at night 1.00
come after day 0.81
be used to start your day 0.81
be motivated by someone want to play with you 0.80
be used to go to work 0.80
requires go out 0.80
be used to be ready to go to work 0.80
requires find somebody to play with 0.80
be used to start new day 0.80
requires get something to play with 0.79

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

Plausibility inference from child typicality

0.53
Rule weight: 0.66
Evidence weight: 0.98
Similarity weight: 0.80
Evidence: 0.96
Plausible(play, be motivated by someone want to play with you)
Evidence: 0.43
¬ Typical(awake, be used to go to help another at night)
0.52
Rule weight: 0.66
Evidence weight: 0.99
Similarity weight: 0.79
Evidence: 0.97
Plausible(play, requires get something to play with)
Evidence: 0.43
¬ Typical(awake, be used to go to help another at night)
0.49
Rule weight: 0.66
Evidence weight: 0.92
Similarity weight: 0.80
Evidence: 0.81
Plausible(play, requires find somebody to play with)
Evidence: 0.43
¬ Typical(awake, be used to go to help another at night)
0.46
Rule weight: 0.66
Evidence weight: 0.86
Similarity weight: 0.80
Evidence: 0.67
Plausible(play, requires go out)
Evidence: 0.43
¬ Typical(awake, be used to go to help another at night)

Plausibility inheritance from parent to child

0.04
Rule weight: 0.09
Evidence weight: 0.54
Similarity weight: 0.80
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.67
¬ Plausible(play, requires go out)
0.03
Rule weight: 0.09
Evidence weight: 0.45
Similarity weight: 0.80
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.81
¬ Plausible(play, requires find somebody to play with)
0.03
Rule weight: 0.09
Evidence weight: 0.35
Similarity weight: 0.80
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.96
¬ Plausible(play, be motivated by someone want to play with you)
0.03
Rule weight: 0.09
Evidence weight: 0.34
Similarity weight: 0.79
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.97
¬ Plausible(play, requires get something to play with)

Remarkability exclusitivity betweem a parent and a child

0.29
Rule weight: 0.58
Evidence weight: 0.64
Similarity weight: 0.80
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.80
¬ Remarkable(play, requires go out)
0.26
Rule weight: 0.58
Evidence weight: 0.58
Similarity weight: 0.80
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.95
¬ Remarkable(play, requires find somebody to play with)
0.26
Rule weight: 0.58
Evidence weight: 0.57
Similarity weight: 0.80
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.96
¬ Remarkable(play, be motivated by someone want to play with you)
0.26
Rule weight: 0.58
Evidence weight: 0.57
Similarity weight: 0.79
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.96
¬ Remarkable(play, requires get something to play with)

Remarkability exclusitivity between siblings

0.11
Rule weight: 0.13
Evidence weight: 0.98
Similarity weight: 0.81
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.05
¬ Remarkable(night, come after day)

Remarkability from parent implausibility

0.33
Rule weight: 0.42
Evidence weight: 0.99
Similarity weight: 0.80
Evidence: 0.96
Plausible(play, be motivated by someone want to play with you)
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.32
¬ Plausible(awake, be used to go to help another at night)
0.33
Rule weight: 0.42
Evidence weight: 1.00
Similarity weight: 0.79
Evidence: 0.97
Plausible(play, requires get something to play with)
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.32
¬ Plausible(awake, be used to go to help another at night)
0.32
Rule weight: 0.42
Evidence weight: 0.97
Similarity weight: 0.80
Evidence: 0.81
Plausible(play, requires find somebody to play with)
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.32
¬ Plausible(awake, be used to go to help another at night)
0.32
Rule weight: 0.42
Evidence weight: 0.94
Similarity weight: 0.80
Evidence: 0.67
Plausible(play, requires go out)
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.32
¬ Plausible(awake, be used to go to help another at night)

Remarkability from sibling implausibility

0.43
Rule weight: 0.60
Evidence weight: 0.89
Similarity weight: 0.81
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.05
Remarkable(night, come after day)
Evidence: 0.17
¬ Plausible(night, come after day)

Salient implies Plausible

0.24
Rule weight: 0.28
Evidence weight: 0.86
Similarity weight: 1.00
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.20
¬ Salient(awake, be used to go to help another at night)

Similarity expansion

0.61
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.80
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.15
¬ Plausible(awake, be used to start new day)
0.58
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.80
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.22
¬ Plausible(awake, be used to go to work)
0.57
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.80
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.23
¬ Plausible(awake, be used to be ready to go to work)
0.56
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.80
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.32
¬ Remarkable(awake, be used to start new day)
0.56
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.81
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.29
¬ Plausible(awake, be used to start your day)
0.54
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.80
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.39
¬ Remarkable(awake, be used to go to work)
0.53
Rule weight: 0.85
Evidence weight: 0.79
Similarity weight: 0.80
Evidence: 0.20
Salient(awake, be used to go to help another at night)
Evidence: 0.27
¬ Salient(awake, be used to start new day)
0.53
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.80
Evidence: 0.20
Salient(awake, be used to go to help another at night)
Evidence: 0.28
¬ Salient(awake, be used to go to work)
0.53
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.81
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.42
¬ Remarkable(awake, be used to start your day)
0.52
Rule weight: 0.85
Evidence weight: 0.76
Similarity weight: 0.81
Evidence: 0.20
Salient(awake, be used to go to help another at night)
Evidence: 0.30
¬ Salient(awake, be used to start your day)
0.51
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.81
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.46
¬ Typical(awake, be used to start your day)
0.50
Rule weight: 0.85
Evidence weight: 0.73
Similarity weight: 0.80
Evidence: 0.20
Salient(awake, be used to go to help another at night)
Evidence: 0.33
¬ Salient(awake, be used to be ready to go to work)
0.49
Rule weight: 0.85
Evidence weight: 0.73
Similarity weight: 0.80
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.47
¬ Typical(awake, be used to be ready to go to work)
0.46
Rule weight: 0.85
Evidence weight: 0.68
Similarity weight: 0.80
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.56
¬ Typical(awake, be used to go to work)
0.45
Rule weight: 0.85
Evidence weight: 0.66
Similarity weight: 0.80
Evidence: 0.45
Remarkable(awake, be used to go to help another at night)
Evidence: 0.62
¬ Remarkable(awake, be used to be ready to go to work)
0.42
Rule weight: 0.85
Evidence weight: 0.61
Similarity weight: 0.80
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.67
¬ Typical(awake, be used to start new day)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.85
Similarity weight: 1.00
Evidence: 0.20
Salient(awake, be used to go to help another at night)
Evidence: 0.43
¬ Typical(awake, be used to go to help another at night)
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)

Typical implies Plausible

0.34
Rule weight: 0.48
Evidence weight: 0.71
Similarity weight: 1.00
Evidence: 0.32
Plausible(awake, be used to go to help another at night)
Evidence: 0.43
¬ Typical(awake, be used to go to help another at night)

Typicality and Rermarkability incompatibility between a parent and a child

0.40
Rule weight: 0.51
Evidence weight: 0.99
Similarity weight: 0.80
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.03
¬ Typical(play, be motivated by someone want to play with you)
0.40
Rule weight: 0.51
Evidence weight: 0.99
Similarity weight: 0.79
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.03
¬ Typical(play, requires get something to play with)
0.39
Rule weight: 0.51
Evidence weight: 0.97
Similarity weight: 0.80
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.07
¬ Typical(play, requires find somebody to play with)
0.37
Rule weight: 0.51
Evidence weight: 0.91
Similarity weight: 0.80
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.19
¬ Typical(play, requires go out)

Typicality and Rermarkability incompatibility between siblings

0.07
Rule weight: 0.14
Evidence weight: 0.65
Similarity weight: 0.81
Evidence: 0.45
¬ Remarkable(awake, be used to go to help another at night)
Evidence: 0.78
¬ Typical(night, come after day)

Typicality inheritance from parent to child

0.38
Rule weight: 0.48
Evidence weight: 0.98
Similarity weight: 0.80
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.03
¬ Typical(play, be motivated by someone want to play with you)
0.38
Rule weight: 0.48
Evidence weight: 0.98
Similarity weight: 0.79
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.03
¬ Typical(play, requires get something to play with)
0.37
Rule weight: 0.48
Evidence weight: 0.96
Similarity weight: 0.80
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.07
¬ Typical(play, requires find somebody to play with)
0.34
Rule weight: 0.48
Evidence weight: 0.89
Similarity weight: 0.80
Evidence: 0.43
Typical(awake, be used to go to help another at night)
Evidence: 0.19
¬ Typical(play, requires go out)