beat: need charged

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 charged 1.00
is charged 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

0.17
Rule weight: 0.28
Evidence weight: 0.62
Similarity weight: 1.00
Evidence: 0.28
Plausible(beat, need charged)
Evidence: 0.53
¬ Salient(beat, need charged)

Similarity expansion

0.79
Rule weight: 0.85
Evidence weight: 0.96
Similarity weight: 0.96
Evidence: 0.95
Remarkable(beat, need charged)
Evidence: 0.92
¬ Remarkable(beat, is charged)
0.78
Rule weight: 0.85
Evidence weight: 0.95
Similarity weight: 0.96
Evidence: 0.06
Typical(beat, need charged)
Evidence: 0.06
¬ Typical(beat, is charged)
0.68
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.96
Evidence: 0.28
Plausible(beat, need charged)
Evidence: 0.24
¬ Plausible(beat, is charged)
0.65
Rule weight: 0.85
Evidence weight: 0.79
Similarity weight: 0.96
Evidence: 0.53
Salient(beat, need charged)
Evidence: 0.44
¬ Salient(beat, is charged)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.97
Similarity weight: 1.00
Evidence: 0.53
Salient(beat, need charged)
Evidence: 0.06
¬ Typical(beat, need charged)
Evidence: 0.95
¬ Remarkable(beat, need charged)

Typical implies Plausible

0.46
Rule weight: 0.48
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.28
Plausible(beat, need charged)
Evidence: 0.06
¬ Typical(beat, need charged)