have fun: be used to leasure 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 leasure time 1.00
be used to good time 0.90
take time 0.85
be used to bad time 0.82
be used to pass time 0.80
be happen all time 0.79
be used to be 0.78
be used to kill time 0.78
be used to not make same mistake twice 0.77
be used to geussing 0.77

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

0.28
Rule weight: 0.66
Evidence weight: 0.53
Similarity weight: 0.79
Evidence: 0.28
Plausible(thing, be happen all time)
Evidence: 0.64
¬ Typical(have fun, be used to leasure time)

Plausibility inheritance from parent to child

0.06
Rule weight: 0.09
Evidence weight: 0.81
Similarity weight: 0.79
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.28
¬ Plausible(thing, be happen all time)

Remarkability exclusitivity betweem a parent and a child

0.41
Rule weight: 0.58
Evidence weight: 0.90
Similarity weight: 0.79
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.68
¬ Remarkable(thing, be happen all time)

Remarkability exclusitivity between siblings

0.11
Rule weight: 0.13
Evidence weight: 0.97
Similarity weight: 0.85
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.22
¬ Remarkable(think, take time)
0.11
Rule weight: 0.13
Evidence weight: 0.89
Similarity weight: 0.90
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.79
¬ Remarkable(remember, be used to good time)
0.10
Rule weight: 0.13
Evidence weight: 0.95
Similarity weight: 0.82
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.34
¬ Remarkable(remember, be used to bad time)
0.10
Rule weight: 0.13
Evidence weight: 0.96
Similarity weight: 0.78
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.26
¬ Remarkable(think, be used to be)
0.10
Rule weight: 0.13
Evidence weight: 0.96
Similarity weight: 0.77
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.25
¬ Remarkable(think, be used to geussing)
0.09
Rule weight: 0.13
Evidence weight: 0.89
Similarity weight: 0.77
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.76
¬ Remarkable(remember, be used to not make same mistake twice)

Remarkability from parent implausibility

0.27
Rule weight: 0.42
Evidence weight: 0.82
Similarity weight: 0.79
Evidence: 0.28
Plausible(thing, be happen all time)
Evidence: 0.15
Remarkable(have fun, be used to leasure time)
Evidence: 0.29
¬ Plausible(have fun, be used to leasure time)

Remarkability from sibling implausibility

0.49
Rule weight: 0.60
Evidence weight: 0.91
Similarity weight: 0.90
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.79
Remarkable(remember, be used to good time)
Evidence: 0.57
¬ Plausible(remember, be used to good time)
0.44
Rule weight: 0.60
Evidence weight: 0.90
Similarity weight: 0.82
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.34
Remarkable(remember, be used to bad time)
Evidence: 0.22
¬ Plausible(remember, be used to bad time)
0.42
Rule weight: 0.60
Evidence weight: 0.91
Similarity weight: 0.77
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.76
Remarkable(remember, be used to not make same mistake twice)
Evidence: 0.52
¬ Plausible(remember, be used to not make same mistake twice)
0.40
Rule weight: 0.60
Evidence weight: 0.86
Similarity weight: 0.77
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.25
Remarkable(think, be used to geussing)
Evidence: 0.26
¬ Plausible(think, be used to geussing)
0.36
Rule weight: 0.60
Evidence weight: 0.76
Similarity weight: 0.78
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.26
Remarkable(think, be used to be)
Evidence: 0.46
¬ Plausible(think, be used to be)
0.34
Rule weight: 0.60
Evidence weight: 0.66
Similarity weight: 0.85
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.22
Remarkable(think, take time)
Evidence: 0.62
¬ Plausible(think, take time)

Salient implies Plausible

0.20
Rule weight: 0.28
Evidence weight: 0.72
Similarity weight: 1.00
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.40
¬ Salient(have fun, be used to leasure time)

Similarity expansion

0.65
Rule weight: 0.85
Evidence weight: 0.99
Similarity weight: 0.78
Evidence: 0.15
Remarkable(have fun, be used to leasure time)
Evidence: 0.01
¬ Remarkable(have fun, be used to kill time)
0.62
Rule weight: 0.85
Evidence weight: 0.94
Similarity weight: 0.78
Evidence: 0.40
Salient(have fun, be used to leasure time)
Evidence: 0.10
¬ Salient(have fun, be used to kill time)
0.59
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.80
Evidence: 0.15
Remarkable(have fun, be used to leasure time)
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
0.58
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.80
Evidence: 0.40
Salient(have fun, be used to leasure time)
Evidence: 0.26
¬ Salient(have fun, be used to pass time)
0.56
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.78
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.23
¬ Plausible(have fun, be used to kill time)
0.47
Rule weight: 0.85
Evidence weight: 0.68
Similarity weight: 0.80
Evidence: 0.64
Typical(have fun, be used to leasure time)
Evidence: 0.88
¬ Typical(have fun, be used to pass time)
0.44
Rule weight: 0.85
Evidence weight: 0.66
Similarity weight: 0.78
Evidence: 0.64
Typical(have fun, be used to leasure time)
Evidence: 0.94
¬ Typical(have fun, be used to kill time)
0.38
Rule weight: 0.85
Evidence weight: 0.55
Similarity weight: 0.80
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.64
¬ Plausible(have fun, be used to pass time)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.94
Similarity weight: 1.00
Evidence: 0.40
Salient(have fun, be used to leasure time)
Evidence: 0.64
¬ Typical(have fun, be used to leasure time)
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)

Typical implies Plausible

0.26
Rule weight: 0.48
Evidence weight: 0.55
Similarity weight: 1.00
Evidence: 0.29
Plausible(have fun, be used to leasure time)
Evidence: 0.64
¬ Typical(have fun, be used to leasure time)

Typicality and Rermarkability incompatibility between a parent and a child

0.38
Rule weight: 0.51
Evidence weight: 0.94
Similarity weight: 0.79
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.38
¬ Typical(thing, be happen all time)

Typicality and Rermarkability incompatibility between siblings

0.12
Rule weight: 0.14
Evidence weight: 0.97
Similarity weight: 0.90
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.22
¬ Typical(remember, be used to good time)
0.11
Rule weight: 0.14
Evidence weight: 0.95
Similarity weight: 0.85
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.34
¬ Typical(think, take time)
0.10
Rule weight: 0.14
Evidence weight: 0.91
Similarity weight: 0.82
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.61
¬ Typical(remember, be used to bad time)
0.10
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 0.77
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.25
¬ Typical(remember, be used to not make same mistake twice)
0.10
Rule weight: 0.14
Evidence weight: 0.94
Similarity weight: 0.78
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.41
¬ Typical(think, be used to be)
0.09
Rule weight: 0.14
Evidence weight: 0.91
Similarity weight: 0.77
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
Evidence: 0.61
¬ Typical(think, be used to geussing)

Typicality inheritance from parent to child

0.33
Rule weight: 0.48
Evidence weight: 0.86
Similarity weight: 0.79
Evidence: 0.64
Typical(have fun, be used to leasure time)
Evidence: 0.38
¬ Typical(thing, be happen all time)