counter: be used in play

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents timer
Weight: 0.57
, action
Weight: 0.57
, process
Weight: 0.57
, thing
Weight: 0.57
Siblings curb
Weight: 0.31
, hand sanitizer
Weight: 0.31
, tape dispenser
Weight: 0.31
, defense mechanism
Weight: 0.31
, scotch tape
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Related properties

Property Similarity
be used in play 1.00
be used in high-level play 1.00

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: 0.13
Plausible(counter, be used in play)
Evidence: 0.25
¬ Salient(counter, be used in play)

Similarity expansion

0.74
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 1.00
Evidence: 0.57
Remarkable(counter, be used in play)
Evidence: 0.30
¬ Remarkable(counter, be used in high-level play)
0.65
Rule weight: 0.85
Evidence weight: 0.76
Similarity weight: 1.00
Evidence: 0.25
Salient(counter, be used in play)
Evidence: 0.32
¬ Salient(counter, be used in high-level play)
0.56
Rule weight: 0.85
Evidence weight: 0.65
Similarity weight: 1.00
Evidence: 0.13
Plausible(counter, be used in play)
Evidence: 0.40
¬ Plausible(counter, be used in high-level play)
0.42
Rule weight: 0.85
Evidence weight: 0.49
Similarity weight: 1.00
Evidence: 0.10
Typical(counter, be used in play)
Evidence: 0.56
¬ Typical(counter, be used in high-level play)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.25
Salient(counter, be used in play)
Evidence: 0.10
¬ Typical(counter, be used in play)
Evidence: 0.57
¬ Remarkable(counter, be used in play)

Typical implies Plausible

0.44
Rule weight: 0.48
Evidence weight: 0.92
Similarity weight: 1.00
Evidence: 0.13
Plausible(counter, be used in play)
Evidence: 0.10
¬ Typical(counter, be used in play)