boredom: wants to take car for drive

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents problem
Weight: 0.59
, obstacle
Weight: 0.58
, symptom
Weight: 0.55
, issue
Weight: 0.54
, reason
Weight: 0.52
Siblings loneliness
Weight: 0.35
, exhaustion
Weight: 0.34
, fatigue
Weight: 0.33
, tiredness
Weight: 0.33
, laziness
Weight: 0.33

Related properties

Property Similarity
wants to take car for drive 1.00
wants to drive your car 0.94
wants to take walk 0.82
wants to take break 0.79
wants to take in film 0.77
wants to see person play game 0.76
wants to play 0.75
wants to see something new 0.75

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

Remarkability exclusitivity between siblings

0.10
Rule weight: 0.13
Evidence weight: 0.95
Similarity weight: 0.79
Evidence: 0.11
¬ Remarkable(boredom, wants to take car for drive)
Evidence: 0.46
¬ Remarkable(fatigue, wants to take break)
0.10
Rule weight: 0.13
Evidence weight: 0.96
Similarity weight: 0.76
Evidence: 0.11
¬ Remarkable(boredom, wants to take car for drive)
Evidence: 0.40
¬ Remarkable(laziness, wants to see person play game)

Remarkability from sibling implausibility

0.47
Rule weight: 0.60
Evidence weight: 0.98
Similarity weight: 0.79
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.46
Remarkable(fatigue, wants to take break)
Evidence: 0.04
¬ Plausible(fatigue, wants to take break)
0.45
Rule weight: 0.60
Evidence weight: 0.99
Similarity weight: 0.76
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.40
Remarkable(laziness, wants to see person play game)
Evidence: 0.03
¬ Plausible(laziness, wants to see person play game)

Salient implies Plausible

0.26
Rule weight: 0.28
Evidence weight: 0.92
Similarity weight: 1.00
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.10
¬ Salient(boredom, wants to take car for drive)

Similarity expansion

0.77
Rule weight: 0.85
Evidence weight: 0.96
Similarity weight: 0.94
Evidence: 0.11
Remarkable(boredom, wants to take car for drive)
Evidence: 0.04
¬ Remarkable(boredom, wants to drive your car)
0.75
Rule weight: 0.85
Evidence weight: 0.94
Similarity weight: 0.94
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.07
¬ Salient(boredom, wants to drive your car)
0.68
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.94
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.20
¬ Plausible(boredom, wants to drive your car)
0.61
Rule weight: 0.85
Evidence weight: 0.76
Similarity weight: 0.94
Evidence: 0.72
Typical(boredom, wants to take car for drive)
Evidence: 0.85
¬ Typical(boredom, wants to drive your car)
0.59
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.76
Evidence: 0.72
Typical(boredom, wants to take car for drive)
Evidence: 0.29
¬ Typical(boredom, wants to see person play game)
0.59
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.77
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.11
¬ Salient(boredom, wants to take in film)
0.59
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.82
Evidence: 0.72
Typical(boredom, wants to take car for drive)
Evidence: 0.56
¬ Typical(boredom, wants to take walk)
0.59
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.75
Evidence: 0.72
Typical(boredom, wants to take car for drive)
Evidence: 0.31
¬ Typical(boredom, wants to play)
0.59
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.77
Evidence: 0.11
Remarkable(boredom, wants to take car for drive)
Evidence: 0.12
¬ Remarkable(boredom, wants to take in film)
0.59
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.75
Evidence: 0.72
Typical(boredom, wants to take car for drive)
Evidence: 0.32
¬ Typical(boredom, wants to see something new)
0.57
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.82
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.24
¬ Plausible(boredom, wants to take walk)
0.55
Rule weight: 0.85
Evidence weight: 0.79
Similarity weight: 0.82
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.23
¬ Salient(boredom, wants to take walk)
0.54
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.77
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.22
¬ Plausible(boredom, wants to take in film)
0.53
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.75
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.20
¬ Salient(boredom, wants to see something new)
0.52
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.82
Evidence: 0.11
Remarkable(boredom, wants to take car for drive)
Evidence: 0.28
¬ Remarkable(boredom, wants to take walk)
0.52
Rule weight: 0.85
Evidence weight: 0.80
Similarity weight: 0.77
Evidence: 0.72
Typical(boredom, wants to take car for drive)
Evidence: 0.73
¬ Typical(boredom, wants to take in film)
0.52
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.76
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.21
¬ Salient(boredom, wants to see person play game)
0.48
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.75
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.28
¬ Salient(boredom, wants to play)
0.44
Rule weight: 0.85
Evidence weight: 0.69
Similarity weight: 0.75
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.40
¬ Plausible(boredom, wants to play)
0.42
Rule weight: 0.85
Evidence weight: 0.66
Similarity weight: 0.75
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.44
¬ Plausible(boredom, wants to see something new)
0.42
Rule weight: 0.85
Evidence weight: 0.65
Similarity weight: 0.76
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.45
¬ Plausible(boredom, wants to see person play game)
0.31
Rule weight: 0.85
Evidence weight: 0.49
Similarity weight: 0.75
Evidence: 0.11
Remarkable(boredom, wants to take car for drive)
Evidence: 0.57
¬ Remarkable(boredom, wants to see something new)
0.25
Rule weight: 0.85
Evidence weight: 0.39
Similarity weight: 0.76
Evidence: 0.11
Remarkable(boredom, wants to take car for drive)
Evidence: 0.68
¬ Remarkable(boredom, wants to see person play game)
0.25
Rule weight: 0.85
Evidence weight: 0.38
Similarity weight: 0.75
Evidence: 0.11
Remarkable(boredom, wants to take car for drive)
Evidence: 0.69
¬ Remarkable(boredom, wants to play)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.93
Similarity weight: 1.00
Evidence: 0.10
Salient(boredom, wants to take car for drive)
Evidence: 0.72
¬ Typical(boredom, wants to take car for drive)
Evidence: 0.11
¬ Remarkable(boredom, wants to take car for drive)

Typical implies Plausible

0.21
Rule weight: 0.48
Evidence weight: 0.44
Similarity weight: 1.00
Evidence: 0.22
Plausible(boredom, wants to take car for drive)
Evidence: 0.72
¬ Typical(boredom, wants to take car for drive)

Typicality and Rermarkability incompatibility between siblings

0.10
Rule weight: 0.14
Evidence weight: 0.92
Similarity weight: 0.79
Evidence: 0.11
¬ Remarkable(boredom, wants to take car for drive)
Evidence: 0.77
¬ Typical(fatigue, wants to take break)
0.09
Rule weight: 0.14
Evidence weight: 0.91
Similarity weight: 0.76
Evidence: 0.11
¬ Remarkable(boredom, wants to take car for drive)
Evidence: 0.87
¬ Typical(laziness, wants to see person play game)