have fun: be used to be happy

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 be happy 1.00
causes be happy 0.94
be essential to happy life 0.82
requires put on happy face 0.81
be motivated by be able to do it again 0.79
be used to good time 0.78
be good 0.78
causes feel sad 0.78
be useless but still enjoyable 0.76
be motivated by there something to remember 0.75

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

0.45
Rule weight: 0.66
Evidence weight: 0.90
Similarity weight: 0.76
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.15
¬ Typical(have fun, be used to be happy)

Plausibility inheritance from parent to child

0.07
Rule weight: 0.09
Evidence weight: 0.93
Similarity weight: 0.76
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.30
¬ Plausible(thing, be useless but still enjoyable)

Remarkability exclusitivity betweem a parent and a child

0.30
Rule weight: 0.58
Evidence weight: 0.69
Similarity weight: 0.76
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)

Remarkability exclusitivity between siblings

0.06
Rule weight: 0.13
Evidence weight: 0.54
Similarity weight: 0.82
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.61
¬ Remarkable(fun, be essential to happy life)
0.05
Rule weight: 0.13
Evidence weight: 0.52
Similarity weight: 0.78
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.64
¬ Remarkable(fun, be good)
0.04
Rule weight: 0.13
Evidence weight: 0.42
Similarity weight: 0.78
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.77
¬ Remarkable(remember, causes feel sad)
0.04
Rule weight: 0.13
Evidence weight: 0.41
Similarity weight: 0.78
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.79
¬ Remarkable(remember, be used to good time)
0.03
Rule weight: 0.13
Evidence weight: 0.31
Similarity weight: 0.79
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.91
¬ Remarkable(remember, be motivated by be able to do it again)
0.03
Rule weight: 0.13
Evidence weight: 0.29
Similarity weight: 0.75
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.94
¬ Remarkable(remember, be motivated by there something to remember)

Remarkability from parent implausibility

0.28
Rule weight: 0.42
Evidence weight: 0.87
Similarity weight: 0.76
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.75
Remarkable(have fun, be used to be happy)
Evidence: 0.77
¬ Plausible(have fun, be used to be happy)

Remarkability from sibling implausibility

0.48
Rule weight: 0.60
Evidence weight: 0.98
Similarity weight: 0.82
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.61
Remarkable(fun, be essential to happy life)
Evidence: 0.27
¬ Plausible(fun, be essential to happy life)
0.47
Rule weight: 0.60
Evidence weight: 0.99
Similarity weight: 0.79
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.91
Remarkable(remember, be motivated by be able to do it again)
Evidence: 0.62
¬ Plausible(remember, be motivated by be able to do it again)
0.46
Rule weight: 0.60
Evidence weight: 0.99
Similarity weight: 0.78
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.77
Remarkable(remember, causes feel sad)
Evidence: 0.19
¬ Plausible(remember, causes feel sad)
0.46
Rule weight: 0.60
Evidence weight: 0.97
Similarity weight: 0.78
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.79
Remarkable(remember, be used to good time)
Evidence: 0.57
¬ Plausible(remember, be used to good time)
0.45
Rule weight: 0.60
Evidence weight: 0.99
Similarity weight: 0.75
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.94
Remarkable(remember, be motivated by there something to remember)
Evidence: 0.95
¬ Plausible(remember, be motivated by there something to remember)
0.45
Rule weight: 0.60
Evidence weight: 0.95
Similarity weight: 0.78
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.64
Remarkable(fun, be good)
Evidence: 0.61
¬ Plausible(fun, be good)

Salient implies Plausible

0.22
Rule weight: 0.28
Evidence weight: 0.79
Similarity weight: 1.00
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.91
¬ Salient(have fun, be used to be happy)

Similarity expansion

0.74
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.94
Evidence: 0.15
Typical(have fun, be used to be happy)
Evidence: 0.09
¬ Typical(have fun, causes be happy)
0.73
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.94
Evidence: 0.91
Salient(have fun, be used to be happy)
Evidence: 0.94
¬ Salient(have fun, causes be happy)
0.66
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.94
Evidence: 0.75
Remarkable(have fun, be used to be happy)
Evidence: 0.74
¬ Remarkable(have fun, causes be happy)
0.65
Rule weight: 0.85
Evidence weight: 0.80
Similarity weight: 0.94
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.86
¬ Plausible(have fun, causes be happy)
0.65
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.81
Evidence: 0.91
Salient(have fun, be used to be happy)
Evidence: 0.77
¬ Salient(have fun, requires put on happy face)
0.59
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.81
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.69
¬ Plausible(have fun, requires put on happy face)
0.57
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.81
Evidence: 0.15
Typical(have fun, be used to be happy)
Evidence: 0.21
¬ Typical(have fun, requires put on happy face)
0.57
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.81
Evidence: 0.75
Remarkable(have fun, be used to be happy)
Evidence: 0.75
¬ Remarkable(have fun, requires put on happy face)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.99
Similarity weight: 1.00
Evidence: 0.91
Salient(have fun, be used to be happy)
Evidence: 0.15
¬ Typical(have fun, be used to be happy)
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)

Typical implies Plausible

0.46
Rule weight: 0.48
Evidence weight: 0.97
Similarity weight: 1.00
Evidence: 0.77
Plausible(have fun, be used to be happy)
Evidence: 0.15
¬ Typical(have fun, be used to be happy)

Typicality and Rermarkability incompatibility between a parent and a child

0.27
Rule weight: 0.51
Evidence weight: 0.69
Similarity weight: 0.76
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.42
¬ Typical(thing, be useless but still enjoyable)

Typicality and Rermarkability incompatibility between siblings

0.10
Rule weight: 0.14
Evidence weight: 0.97
Similarity weight: 0.75
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.03
¬ Typical(remember, be motivated by there something to remember)
0.09
Rule weight: 0.14
Evidence weight: 0.89
Similarity weight: 0.79
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.14
¬ Typical(remember, be motivated by be able to do it again)
0.09
Rule weight: 0.14
Evidence weight: 0.86
Similarity weight: 0.78
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.19
¬ Typical(fun, be good)
0.09
Rule weight: 0.14
Evidence weight: 0.84
Similarity weight: 0.78
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.22
¬ Typical(remember, be used to good time)
0.08
Rule weight: 0.14
Evidence weight: 0.72
Similarity weight: 0.82
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.37
¬ Typical(fun, be essential to happy life)
0.07
Rule weight: 0.14
Evidence weight: 0.62
Similarity weight: 0.78
Evidence: 0.75
¬ Remarkable(have fun, be used to be happy)
Evidence: 0.50
¬ Typical(remember, causes feel sad)

Typicality inheritance from parent to child

0.24
Rule weight: 0.48
Evidence weight: 0.64
Similarity weight: 0.76
Evidence: 0.15
Typical(have fun, be used to be happy)
Evidence: 0.42
¬ Typical(thing, be useless but still enjoyable)