good person: is hurt

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents thing
Weight: 0.67
, person
Weight: 0.65
, virtue
Weight: 0.59
, issue
Weight: 0.58
Siblings one person
Weight: 0.39
, trey
Weight: 0.39

Related properties

Property Similarity
is hurt 1.00
get hurt 0.97

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

0.27
Rule weight: 0.28
Evidence weight: 0.94
Similarity weight: 1.00
Evidence: 0.06
Plausible(good person, is hurt)
Evidence: 0.06
¬ Salient(good person, is hurt)

Similarity expansion

0.76
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.97
Evidence: 0.06
Plausible(good person, is hurt)
Evidence: 0.08
¬ Plausible(good person, get hurt)
0.76
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.97
Evidence: 0.06
Remarkable(good person, is hurt)
Evidence: 0.08
¬ Remarkable(good person, get hurt)
0.76
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.97
Evidence: 0.06
Salient(good person, is hurt)
Evidence: 0.09
¬ Salient(good person, get hurt)
0.63
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.97
Evidence: 0.27
Typical(good person, is hurt)
Evidence: 0.32
¬ Typical(good person, get hurt)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.98
Similarity weight: 1.00
Evidence: 0.06
Salient(good person, is hurt)
Evidence: 0.27
¬ Typical(good person, is hurt)
Evidence: 0.06
¬ Remarkable(good person, is hurt)

Typical implies Plausible

0.35
Rule weight: 0.48
Evidence weight: 0.74
Similarity weight: 1.00
Evidence: 0.06
Plausible(good person, is hurt)
Evidence: 0.27
¬ Typical(good person, is hurt)