have fun: be used to kill time

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 kill time 1.00
be used to leasure time 0.78
live until they die 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

0.13
Rule weight: 0.66
Evidence weight: 0.25
Similarity weight: 0.75
Evidence: 0.20
Plausible(thing, live until they die)
Evidence: 0.94
¬ Typical(have fun, be used to kill time)

Plausibility inheritance from parent to child

0.06
Rule weight: 0.09
Evidence weight: 0.84
Similarity weight: 0.75
Evidence: 0.23
Plausible(have fun, be used to kill time)
Evidence: 0.20
¬ Plausible(thing, live until they die)

Remarkability exclusitivity betweem a parent and a child

0.43
Rule weight: 0.58
Evidence weight: 0.99
Similarity weight: 0.75
Evidence: 0.01
¬ Remarkable(have fun, be used to kill time)
Evidence: 0.62
¬ Remarkable(thing, live until they die)

Remarkability from parent implausibility

0.26
Rule weight: 0.42
Evidence weight: 0.82
Similarity weight: 0.75
Evidence: 0.20
Plausible(thing, live until they die)
Evidence: 0.01
Remarkable(have fun, be used to kill time)
Evidence: 0.23
¬ Plausible(have fun, be used to kill time)

Salient implies Plausible

0.26
Rule weight: 0.28
Evidence weight: 0.92
Similarity weight: 1.00
Evidence: 0.23
Plausible(have fun, be used to kill time)
Evidence: 0.10
¬ Salient(have fun, be used to kill time)

Similarity expansion

0.64
Rule weight: 0.85
Evidence weight: 0.96
Similarity weight: 0.78
Evidence: 0.94
Typical(have fun, be used to kill time)
Evidence: 0.64
¬ Typical(have fun, be used to leasure time)
0.57
Rule weight: 0.85
Evidence weight: 0.86
Similarity weight: 0.78
Evidence: 0.01
Remarkable(have fun, be used to kill time)
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
0.51
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.78
Evidence: 0.23
Plausible(have fun, be used to kill time)
Evidence: 0.29
¬ Plausible(have fun, be used to leasure time)
0.43
Rule weight: 0.85
Evidence weight: 0.64
Similarity weight: 0.78
Evidence: 0.10
Salient(have fun, be used to kill time)
Evidence: 0.40
¬ Salient(have fun, be used to leasure time)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.99
Similarity weight: 1.00
Evidence: 0.10
Salient(have fun, be used to kill time)
Evidence: 0.94
¬ Typical(have fun, be used to kill time)
Evidence: 0.01
¬ Remarkable(have fun, be used to kill time)

Typical implies Plausible

0.13
Rule weight: 0.48
Evidence weight: 0.27
Similarity weight: 1.00
Evidence: 0.23
Plausible(have fun, be used to kill time)
Evidence: 0.94
¬ Typical(have fun, be used to kill time)

Typicality and Rermarkability incompatibility between a parent and a child

0.38
Rule weight: 0.51
Evidence weight: 0.99
Similarity weight: 0.75
Evidence: 0.01
¬ Remarkable(have fun, be used to kill time)
Evidence: 0.48
¬ Typical(thing, live until they die)

Typicality inheritance from parent to child

0.35
Rule weight: 0.48
Evidence weight: 0.97
Similarity weight: 0.75
Evidence: 0.94
Typical(have fun, be used to kill time)
Evidence: 0.48
¬ Typical(thing, live until they die)