beat: need batteries

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents hit
Weight: 0.62
, thing
Weight: 0.61
, track
Weight: 0.56
, time
Weight: 0.56
Siblings win
Weight: 0.34
, victory
Weight: 0.34
, playing game
Weight: 0.34
, play game
Weight: 0.34
, defeat
Weight: 0.33

Related properties

Property Similarity
need batteries 1.00
take batteries 0.96

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

0.21
Rule weight: 0.28
Evidence weight: 0.76
Similarity weight: 1.00
Evidence: 0.33
Plausible(beat, need batteries)
Evidence: 0.36
¬ Salient(beat, need batteries)

Similarity expansion

0.81
Rule weight: 0.85
Evidence weight: 0.99
Similarity weight: 0.96
Evidence: 0.33
Plausible(beat, need batteries)
Evidence: 0.01
¬ Plausible(beat, take batteries)
0.81
Rule weight: 0.85
Evidence weight: 0.99
Similarity weight: 0.96
Evidence: 0.63
Remarkable(beat, need batteries)
Evidence: 0.03
¬ Remarkable(beat, take batteries)
0.81
Rule weight: 0.85
Evidence weight: 0.99
Similarity weight: 0.96
Evidence: 0.36
Salient(beat, need batteries)
Evidence: 0.02
¬ Salient(beat, take batteries)
0.74
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.96
Evidence: 0.28
Typical(beat, need batteries)
Evidence: 0.13
¬ Typical(beat, take batteries)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.89
Similarity weight: 1.00
Evidence: 0.36
Salient(beat, need batteries)
Evidence: 0.28
¬ Typical(beat, need batteries)
Evidence: 0.63
¬ Remarkable(beat, need batteries)

Typical implies Plausible

0.39
Rule weight: 0.48
Evidence weight: 0.81
Similarity weight: 1.00
Evidence: 0.33
Plausible(beat, need batteries)
Evidence: 0.28
¬ Typical(beat, need batteries)