become inebriate: be used to feel good

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents -
Siblings -

Related properties

Property Similarity
be used to feel good 1.00
be motivated by feel good 0.95
be used to feel weird 0.87
be used to feel awful in morning 0.82
be used to have fun 0.80
be used to try to forget something 0.79
be motivated by you be sad 0.79
be motivated by it be fun 0.78
causes lose think ability 0.77
be used to forget thing 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

0.27
Rule weight: 0.28
Evidence weight: 0.95
Similarity weight: 1.00
Evidence: 0.82
Plausible(become inebriate, be used to feel good)
Evidence: 0.29
¬ Salient(become inebriate, be used to feel good)

Similarity expansion

0.69
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.95
Evidence: 0.82
Plausible(become inebriate, be used to feel good)
Evidence: 0.80
¬ Plausible(become inebriate, be motivated by feel good)
0.66
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.87
Evidence: 0.42
Typical(become inebriate, be used to feel good)
Evidence: 0.18
¬ Typical(become inebriate, be used to feel weird)
0.65
Rule weight: 0.85
Evidence weight: 0.95
Similarity weight: 0.80
Evidence: 0.29
Salient(become inebriate, be used to feel good)
Evidence: 0.07
¬ Salient(become inebriate, be used to have fun)
0.64
Rule weight: 0.85
Evidence weight: 0.79
Similarity weight: 0.95
Evidence: 0.42
Typical(become inebriate, be used to feel good)
Evidence: 0.36
¬ Typical(become inebriate, be motivated by feel good)
0.63
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.82
Evidence: 0.82
Plausible(become inebriate, be used to feel good)
Evidence: 0.59
¬ Plausible(become inebriate, be used to feel awful in morning)
...

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.86
Similarity weight: 1.00
Evidence: 0.29
Salient(become inebriate, be used to feel good)
Evidence: 0.42
¬ Typical(become inebriate, be used to feel good)
Evidence: 0.45
¬ Remarkable(become inebriate, be used to feel good)

Typical implies Plausible

0.44
Rule weight: 0.48
Evidence weight: 0.92
Similarity weight: 1.00
Evidence: 0.82
Plausible(become inebriate, be used to feel good)
Evidence: 0.42
¬ Typical(become inebriate, be used to feel good)