buy present: 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 motivated by do something nice for other person 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

0.22
Rule weight: 0.28
Evidence weight: 0.78
Similarity weight: 1.00
Evidence: 0.45
Plausible(buy present, be used to fun)
Evidence: 0.39
¬ Salient(buy present, be used to fun)

Similarity expansion

0.64
Rule weight: 0.85
Evidence weight: 0.98
Similarity weight: 0.77
Evidence: 0.90
Typical(buy present, be used to fun)
Evidence: 0.21
¬ Typical(buy present, be motivated by do something nice for other person)
0.42
Rule weight: 0.85
Evidence weight: 0.64
Similarity weight: 0.77
Evidence: 0.39
Salient(buy present, be used to fun)
Evidence: 0.59
¬ Salient(buy present, be motivated by do something nice for other person)
0.34
Rule weight: 0.85
Evidence weight: 0.52
Similarity weight: 0.77
Evidence: 0.45
Plausible(buy present, be used to fun)
Evidence: 0.87
¬ Plausible(buy present, be motivated by do something nice for other person)
0.26
Rule weight: 0.85
Evidence weight: 0.39
Similarity weight: 0.77
Evidence: 0.33
Remarkable(buy present, be used to fun)
Evidence: 0.91
¬ Remarkable(buy present, be motivated by do something nice for other person)

Typical and Remarkable implies Salient

0.11
Rule weight: 0.14
Evidence weight: 0.82
Similarity weight: 1.00
Evidence: 0.39
Salient(buy present, be used to fun)
Evidence: 0.90
¬ Typical(buy present, be used to fun)
Evidence: 0.33
¬ Remarkable(buy present, be used to fun)

Typical implies Plausible

0.24
Rule weight: 0.48
Evidence weight: 0.51
Similarity weight: 1.00
Evidence: 0.45
Plausible(buy present, be used to fun)
Evidence: 0.90
¬ Typical(buy present, be used to fun)