fresh water: requires have someone to play against

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents liquid
Weight: 0.67
, water
Weight: 0.64
, necessity
Weight: 0.62
, commodity
Weight: 0.62
Siblings salt water
Weight: 0.76
, sea water
Weight: 0.71
, river
Weight: 0.66
, pond
Weight: 0.62
, creek
Weight: 0.57

Related properties

Property Similarity
requires have someone to play against 1.00
be dangerous if child fall in them 0.79
be fun to play in 0.77
be defined as thing that every human be cannot live without it 0.76
be good for you 0.76
wants to create something to help other person 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

Plausibility inference from child typicality

0.35
Rule weight: 0.66
Evidence weight: 0.68
Similarity weight: 0.76
Evidence: 0.26
Plausible(water, be good for you)
Evidence: 0.43
¬ Typical(fresh water, requires have someone to play against)
0.30
Rule weight: 0.66
Evidence weight: 0.58
Similarity weight: 0.76
Evidence: 0.02
Plausible(necessity, wants to create something to help other person)
Evidence: 0.43
¬ Typical(fresh water, requires have someone to play against)

Plausibility inheritance from parent to child

0.07
Rule weight: 0.09
Evidence weight: 0.98
Similarity weight: 0.76
Evidence: 0.24
Plausible(fresh water, requires have someone to play against)
Evidence: 0.02
¬ Plausible(necessity, wants to create something to help other person)
0.06
Rule weight: 0.09
Evidence weight: 0.81
Similarity weight: 0.76
Evidence: 0.24
Plausible(fresh water, requires have someone to play against)
Evidence: 0.26
¬ Plausible(water, be good for you)

Remarkability exclusitivity betweem a parent and a child

0.31
Rule weight: 0.58
Evidence weight: 0.70
Similarity weight: 0.76
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.63
¬ Remarkable(necessity, wants to create something to help other person)
0.30
Rule weight: 0.58
Evidence weight: 0.68
Similarity weight: 0.76
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.66
¬ Remarkable(water, be good for you)

Remarkability exclusitivity between siblings

0.09
Rule weight: 0.13
Evidence weight: 0.88
Similarity weight: 0.79
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.26
¬ Remarkable(pond, be dangerous if child fall in them)
0.07
Rule weight: 0.13
Evidence weight: 0.71
Similarity weight: 0.76
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.61
¬ Remarkable(salt water, be good for you)

Remarkability from parent implausibility

0.29
Rule weight: 0.42
Evidence weight: 0.91
Similarity weight: 0.76
Evidence: 0.26
Plausible(water, be good for you)
Evidence: 0.48
Remarkable(fresh water, requires have someone to play against)
Evidence: 0.24
¬ Plausible(fresh water, requires have someone to play against)
0.28
Rule weight: 0.42
Evidence weight: 0.88
Similarity weight: 0.76
Evidence: 0.02
Plausible(necessity, wants to create something to help other person)
Evidence: 0.48
Remarkable(fresh water, requires have someone to play against)
Evidence: 0.24
¬ Plausible(fresh water, requires have someone to play against)

Remarkability from sibling implausibility

0.46
Rule weight: 0.60
Evidence weight: 0.97
Similarity weight: 0.79
Evidence: 0.24
Plausible(fresh water, requires have someone to play against)
Evidence: 0.26
Remarkable(pond, be dangerous if child fall in them)
Evidence: 0.05
¬ Plausible(pond, be dangerous if child fall in them)
0.45
Rule weight: 0.60
Evidence weight: 0.98
Similarity weight: 0.76
Evidence: 0.24
Plausible(fresh water, requires have someone to play against)
Evidence: 0.61
Remarkable(salt water, be good for you)
Evidence: 0.05
¬ Plausible(salt water, be good for you)

Salient implies Plausible

0.14
Rule weight: 0.28
Evidence weight: 0.51
Similarity weight: 1.00
Evidence: 0.24
Plausible(fresh water, requires have someone to play against)
Evidence: 0.65
¬ Salient(fresh water, requires have someone to play against)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.93
Similarity weight: 1.00
Evidence: 0.65
Salient(fresh water, requires have someone to play against)
Evidence: 0.43
¬ Typical(fresh water, requires have someone to play against)
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)

Typical implies Plausible

0.32
Rule weight: 0.48
Evidence weight: 0.68
Similarity weight: 1.00
Evidence: 0.24
Plausible(fresh water, requires have someone to play against)
Evidence: 0.43
¬ Typical(fresh water, requires have someone to play against)

Typicality and Rermarkability incompatibility between a parent and a child

0.31
Rule weight: 0.51
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.45
¬ Typical(water, be good for you)
0.23
Rule weight: 0.51
Evidence weight: 0.58
Similarity weight: 0.76
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.86
¬ Typical(necessity, wants to create something to help other person)

Typicality and Rermarkability incompatibility between siblings

0.07
Rule weight: 0.14
Evidence weight: 0.68
Similarity weight: 0.76
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.67
¬ Typical(salt water, be good for you)
0.06
Rule weight: 0.14
Evidence weight: 0.58
Similarity weight: 0.79
Evidence: 0.48
¬ Remarkable(fresh water, requires have someone to play against)
Evidence: 0.86
¬ Typical(pond, be dangerous if child fall in them)

Typicality inheritance from parent to child

0.28
Rule weight: 0.48
Evidence weight: 0.74
Similarity weight: 0.76
Evidence: 0.43
Typical(fresh water, requires have someone to play against)
Evidence: 0.45
¬ Typical(water, be good for you)
0.19
Rule weight: 0.48
Evidence weight: 0.51
Similarity weight: 0.76
Evidence: 0.43
Typical(fresh water, requires have someone to play against)
Evidence: 0.86
¬ Typical(necessity, wants to create something to help other person)