have fun: be used to adjust mood

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents thing
Weight: 0.33
Siblings fun
Weight: 0.29
, think
Weight: 0.29
, nice
Weight: 0.28
, remember
Weight: 0.28
, stuff
Weight: 0.27

Related properties

Property Similarity
be used to adjust mood 1.00
requires good mood 0.87
requires be in good mood 0.87
requires mood 0.86
causes good mood 0.86
causes be put in good mood 0.86
be used to adapt 0.78

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

Remarkability exclusitivity between siblings

0.10
Rule weight: 0.13
Evidence weight: 0.97
Similarity weight: 0.78
Evidence: 0.14
¬ Remarkable(have fun, be used to adjust mood)
Evidence: 0.19
¬ Remarkable(think, be used to adapt)

Remarkability from sibling implausibility

0.41
Rule weight: 0.60
Evidence weight: 0.87
Similarity weight: 0.78
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.19
Remarkable(think, be used to adapt)
Evidence: 0.65
¬ Plausible(think, be used to adapt)

Salient implies Plausible

0.26
Rule weight: 0.28
Evidence weight: 0.93
Similarity weight: 1.00
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.28
¬ Salient(have fun, be used to adjust mood)

Similarity expansion

0.68
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.86
Evidence: 0.70
Typical(have fun, be used to adjust mood)
Evidence: 0.23
¬ Typical(have fun, causes good mood)
0.68
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.87
Evidence: 0.70
Typical(have fun, be used to adjust mood)
Evidence: 0.29
¬ Typical(have fun, requires be in good mood)
0.67
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.86
Evidence: 0.70
Typical(have fun, be used to adjust mood)
Evidence: 0.30
¬ Typical(have fun, causes be put in good mood)
0.65
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.86
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.46
¬ Plausible(have fun, causes be put in good mood)
0.64
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.86
Evidence: 0.14
Remarkable(have fun, be used to adjust mood)
Evidence: 0.15
¬ Remarkable(have fun, requires mood)
0.64
Rule weight: 0.85
Evidence weight: 0.86
Similarity weight: 0.87
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.56
¬ Plausible(have fun, requires be in good mood)
0.61
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.86
Evidence: 0.70
Typical(have fun, be used to adjust mood)
Evidence: 0.56
¬ Typical(have fun, requires mood)
0.59
Rule weight: 0.85
Evidence weight: 0.80
Similarity weight: 0.86
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.80
¬ Plausible(have fun, requires mood)
0.56
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.86
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.93
¬ Plausible(have fun, causes good mood)
0.54
Rule weight: 0.85
Evidence weight: 0.73
Similarity weight: 0.86
Evidence: 0.28
Salient(have fun, be used to adjust mood)
Evidence: 0.38
¬ Salient(have fun, requires mood)
0.39
Rule weight: 0.85
Evidence weight: 0.54
Similarity weight: 0.86
Evidence: 0.14
Remarkable(have fun, be used to adjust mood)
Evidence: 0.54
¬ Remarkable(have fun, causes good mood)
0.36
Rule weight: 0.85
Evidence weight: 0.48
Similarity weight: 0.87
Evidence: 0.14
Remarkable(have fun, be used to adjust mood)
Evidence: 0.60
¬ Remarkable(have fun, requires be in good mood)
0.34
Rule weight: 0.85
Evidence weight: 0.46
Similarity weight: 0.87
Evidence: 0.28
Salient(have fun, be used to adjust mood)
Evidence: 0.76
¬ Salient(have fun, requires be in good mood)
0.32
Rule weight: 0.85
Evidence weight: 0.44
Similarity weight: 0.86
Evidence: 0.28
Salient(have fun, be used to adjust mood)
Evidence: 0.78
¬ Salient(have fun, causes be put in good mood)
0.32
Rule weight: 0.85
Evidence weight: 0.43
Similarity weight: 0.86
Evidence: 0.28
Salient(have fun, be used to adjust mood)
Evidence: 0.79
¬ Salient(have fun, causes good mood)
0.26
Rule weight: 0.85
Evidence weight: 0.36
Similarity weight: 0.86
Evidence: 0.14
Remarkable(have fun, be used to adjust mood)
Evidence: 0.75
¬ Remarkable(have fun, causes be put in good mood)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.93
Similarity weight: 1.00
Evidence: 0.28
Salient(have fun, be used to adjust mood)
Evidence: 0.70
¬ Typical(have fun, be used to adjust mood)
Evidence: 0.14
¬ Remarkable(have fun, be used to adjust mood)

Typical implies Plausible

0.40
Rule weight: 0.48
Evidence weight: 0.83
Similarity weight: 1.00
Evidence: 0.75
Plausible(have fun, be used to adjust mood)
Evidence: 0.70
¬ Typical(have fun, be used to adjust mood)

Typicality and Rermarkability incompatibility between siblings

0.09
Rule weight: 0.14
Evidence weight: 0.88
Similarity weight: 0.78
Evidence: 0.14
¬ Remarkable(have fun, be used to adjust mood)
Evidence: 0.81
¬ Typical(think, be used to adapt)