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become inebriate
:
be used to fun
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 fun
1.00
be used to have fun
0.96
be motivated by it be fun
0.91
be used to feel weird
0.77
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:
0.66
Plausible(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.15
¬ Salient(
become inebriate
,
be used to fun
)
Similarity expansion
0.77
Rule weight:
0.85
Evidence weight:
0.94
Similarity weight:
0.96
Evidence:
0.15
Salient(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.07
¬ Salient(
become inebriate
,
be used to have fun
)
0.72
Rule weight:
0.85
Evidence weight:
0.88
Similarity weight:
0.96
Evidence:
0.80
Typical(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.61
¬ Typical(
become inebriate
,
be used to have fun
)
0.71
Rule weight:
0.85
Evidence weight:
0.87
Similarity weight:
0.96
Evidence:
0.15
Remarkable(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.15
¬ Remarkable(
become inebriate
,
be used to have fun
)
0.70
Rule weight:
0.85
Evidence weight:
0.90
Similarity weight:
0.91
Evidence:
0.80
Typical(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.52
¬ Typical(
become inebriate
,
be motivated by it be fun
)
0.63
Rule weight:
0.85
Evidence weight:
0.96
Similarity weight:
0.77
Evidence:
0.80
Typical(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.18
¬ Typical(
become inebriate
,
be used to feel weird
)
0.60
Rule weight:
0.85
Evidence weight:
0.73
Similarity weight:
0.96
Evidence:
0.66
Plausible(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.79
¬ Plausible(
become inebriate
,
be used to have fun
)
0.59
Rule weight:
0.85
Evidence weight:
0.76
Similarity weight:
0.91
Evidence:
0.66
Plausible(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.72
¬ Plausible(
become inebriate
,
be motivated by it be fun
)
0.58
Rule weight:
0.85
Evidence weight:
0.75
Similarity weight:
0.91
Evidence:
0.15
Salient(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.30
¬ Salient(
become inebriate
,
be motivated by it be fun
)
0.45
Rule weight:
0.85
Evidence weight:
0.68
Similarity weight:
0.77
Evidence:
0.66
Plausible(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.93
¬ Plausible(
become inebriate
,
be used to feel weird
)
0.35
Rule weight:
0.85
Evidence weight:
0.45
Similarity weight:
0.91
Evidence:
0.15
Remarkable(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.64
¬ Remarkable(
become inebriate
,
be motivated by it be fun
)
0.26
Rule weight:
0.85
Evidence weight:
0.39
Similarity weight:
0.77
Evidence:
0.15
Remarkable(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.72
¬ Remarkable(
become inebriate
,
be used to feel weird
)
0.24
Rule weight:
0.85
Evidence weight:
0.36
Similarity weight:
0.77
Evidence:
0.15
Salient(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.75
¬ Salient(
become inebriate
,
be used to feel weird
)
Typical and Remarkable implies Salient
0.12
Rule weight:
0.14
Evidence weight:
0.90
Similarity weight:
1.00
Evidence:
0.15
Salient(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.80
¬ Typical(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.15
¬ Remarkable(
become inebriate
,
be used to fun
)
Typical implies Plausible
0.35
Rule weight:
0.48
Evidence weight:
0.73
Similarity weight:
1.00
Evidence:
0.66
Plausible(
become inebriate
,
be used to fun
)
⋁
Evidence:
0.80
¬ Typical(
become inebriate
,
be used to fun
)