gambler: be perceived as cool

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents problem
Weight: 0.49
, addiction
Weight: 0.48
, risk
Weight: 0.46
, character
Weight: 0.46
, person
Weight: 0.45
Siblings gambling
Weight: 0.32
, drug addict
Weight: 0.31
, one person
Weight: 0.30
, guy
Weight: 0.30
, homeless person
Weight: 0.30

Related properties

Property Similarity
be perceived as cool 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

0.21
Rule weight: 0.28
Evidence weight: 0.74
Similarity weight: 1.00
Evidence: 0.70
Plausible(gambler, be perceived as cool)
Evidence: 0.85
¬ Salient(gambler, be perceived as cool)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.92
Similarity weight: 1.00
Evidence: 0.85
Salient(gambler, be perceived as cool)
Evidence: 0.65
¬ Typical(gambler, be perceived as cool)
Evidence: 0.79
¬ Remarkable(gambler, be perceived as cool)

Typical implies Plausible

0.38
Rule weight: 0.48
Evidence weight: 0.80
Similarity weight: 1.00
Evidence: 0.70
Plausible(gambler, be perceived as cool)
Evidence: 0.65
¬ Typical(gambler, be perceived as cool)