have fun: be used to pass 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 pass time 1.00
be used to leasure time 0.80
be used to good time 0.78
take time 0.77
requires go for drive 0.77
be used to not make same mistake twice 0.76
be happen all time 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

0.18
Rule weight: 0.66
Evidence weight: 0.36
Similarity weight: 0.75
Evidence: 0.28
Plausible(thing, be happen all time)
Evidence: 0.88
¬ Typical(have fun, be used to pass time)

Plausibility inheritance from parent to child

0.06
Rule weight: 0.09
Evidence weight: 0.90
Similarity weight: 0.75
Evidence: 0.64
Plausible(have fun, be used to pass time)
Evidence: 0.28
¬ Plausible(thing, be happen all time)

Remarkability exclusitivity betweem a parent and a child

0.39
Rule weight: 0.58
Evidence weight: 0.89
Similarity weight: 0.75
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.68
¬ Remarkable(thing, be happen all time)

Remarkability exclusitivity between siblings

0.10
Rule weight: 0.13
Evidence weight: 0.97
Similarity weight: 0.77
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.22
¬ Remarkable(think, take time)
0.09
Rule weight: 0.13
Evidence weight: 0.88
Similarity weight: 0.78
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.79
¬ Remarkable(remember, be used to good time)
0.09
Rule weight: 0.13
Evidence weight: 0.88
Similarity weight: 0.76
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.76
¬ Remarkable(remember, be used to not make same mistake twice)

Remarkability from parent implausibility

0.19
Rule weight: 0.42
Evidence weight: 0.61
Similarity weight: 0.75
Evidence: 0.28
Plausible(thing, be happen all time)
Evidence: 0.16
Remarkable(have fun, be used to pass time)
Evidence: 0.64
¬ Plausible(have fun, be used to pass time)

Remarkability from sibling implausibility

0.45
Rule weight: 0.60
Evidence weight: 0.96
Similarity weight: 0.78
Evidence: 0.64
Plausible(have fun, be used to pass 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: 0.95
Similarity weight: 0.76
Evidence: 0.64
Plausible(have fun, be used to pass 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)
0.38
Rule weight: 0.60
Evidence weight: 0.83
Similarity weight: 0.77
Evidence: 0.64
Plausible(have fun, be used to pass time)
Evidence: 0.22
Remarkable(think, take time)
Evidence: 0.62
¬ Plausible(think, take time)

Salient implies Plausible

0.25
Rule weight: 0.28
Evidence weight: 0.90
Similarity weight: 1.00
Evidence: 0.64
Plausible(have fun, be used to pass time)
Evidence: 0.26
¬ Salient(have fun, be used to pass time)

Similarity expansion

0.63
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.80
Evidence: 0.88
Typical(have fun, be used to pass time)
Evidence: 0.64
¬ Typical(have fun, be used to leasure time)
0.61
Rule weight: 0.85
Evidence weight: 0.94
Similarity weight: 0.77
Evidence: 0.16
Remarkable(have fun, be used to pass time)
Evidence: 0.07
¬ Remarkable(have fun, requires go for drive)
0.61
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.80
Evidence: 0.64
Plausible(have fun, be used to pass time)
Evidence: 0.29
¬ Plausible(have fun, be used to leasure time)
0.61
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.77
Evidence: 0.26
Salient(have fun, be used to pass time)
Evidence: 0.09
¬ Salient(have fun, requires go for drive)
0.61
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.77
Evidence: 0.88
Typical(have fun, be used to pass time)
Evidence: 0.61
¬ Typical(have fun, requires go for drive)
0.60
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.80
Evidence: 0.16
Remarkable(have fun, be used to pass time)
Evidence: 0.15
¬ Remarkable(have fun, be used to leasure time)
0.56
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.77
Evidence: 0.64
Plausible(have fun, be used to pass time)
Evidence: 0.41
¬ Plausible(have fun, requires go for drive)
0.48
Rule weight: 0.85
Evidence weight: 0.71
Similarity weight: 0.80
Evidence: 0.26
Salient(have fun, be used to pass time)
Evidence: 0.40
¬ Salient(have fun, be used to leasure time)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.90
Similarity weight: 1.00
Evidence: 0.26
Salient(have fun, be used to pass time)
Evidence: 0.88
¬ Typical(have fun, be used to pass time)
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)

Typical implies Plausible

0.33
Rule weight: 0.48
Evidence weight: 0.68
Similarity weight: 1.00
Evidence: 0.64
Plausible(have fun, be used to pass time)
Evidence: 0.88
¬ Typical(have fun, be used to pass time)

Typicality and Rermarkability incompatibility between a parent and a child

0.36
Rule weight: 0.51
Evidence weight: 0.94
Similarity weight: 0.75
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.38
¬ Typical(thing, be happen all time)

Typicality and Rermarkability incompatibility between siblings

0.10
Rule weight: 0.14
Evidence weight: 0.97
Similarity weight: 0.78
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.22
¬ Typical(remember, be used to good time)
0.10
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 0.76
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.25
¬ Typical(remember, be used to not make same mistake twice)
0.10
Rule weight: 0.14
Evidence weight: 0.95
Similarity weight: 0.77
Evidence: 0.16
¬ Remarkable(have fun, be used to pass time)
Evidence: 0.34
¬ Typical(think, take time)

Typicality inheritance from parent to child

0.35
Rule weight: 0.48
Evidence weight: 0.95
Similarity weight: 0.75
Evidence: 0.88
Typical(have fun, be used to pass time)
Evidence: 0.38
¬ Typical(thing, be happen all time)