have fun: requires be in good 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
requires be in good mood 1.00
requires good mood 0.99
causes good mood 0.97
requires mood 0.97
causes be put in good mood 0.95
be used to adjust mood 0.87
requires positive attitude 0.80
requires avoid gloomy person 0.76
be good 0.76
requires joyful spirit 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

Remarkability exclusitivity between siblings

0.06
Rule weight: 0.13
Evidence weight: 0.61
Similarity weight: 0.76
Evidence: 0.60
¬ Remarkable(have fun, requires be in good mood)
Evidence: 0.64
¬ Remarkable(fun, be good)

Remarkability from sibling implausibility

0.41
Rule weight: 0.60
Evidence weight: 0.90
Similarity weight: 0.76
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.64
Remarkable(fun, be good)
Evidence: 0.61
¬ Plausible(fun, be good)

Salient implies Plausible

0.19
Rule weight: 0.28
Evidence weight: 0.66
Similarity weight: 1.00
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.76
¬ Salient(have fun, requires be in good mood)

Similarity expansion

0.77
Rule weight: 0.85
Evidence weight: 0.94
Similarity weight: 0.97
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.15
¬ Remarkable(have fun, requires mood)
0.75
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.97
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.38
¬ Salient(have fun, requires mood)
0.70
Rule weight: 0.85
Evidence weight: 0.94
Similarity weight: 0.87
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.14
¬ Remarkable(have fun, be used to adjust mood)
0.69
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.97
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.23
¬ Typical(have fun, causes good mood)
0.69
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.87
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.28
¬ Salient(have fun, be used to adjust mood)
0.67
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.97
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.79
¬ Salient(have fun, causes good mood)
0.66
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.95
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.78
¬ Salient(have fun, causes be put in good mood)
0.65
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.97
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.54
¬ Remarkable(have fun, causes good mood)
0.65
Rule weight: 0.85
Evidence weight: 1.00
Similarity weight: 0.76
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.00
¬ Remarkable(have fun, requires avoid gloomy person)
0.65
Rule weight: 0.85
Evidence weight: 1.00
Similarity weight: 0.76
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.01
¬ Salient(have fun, requires avoid gloomy person)
0.65
Rule weight: 0.85
Evidence weight: 0.80
Similarity weight: 0.95
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.46
¬ Plausible(have fun, causes be put in good mood)
0.64
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.95
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.30
¬ Typical(have fun, causes be put in good mood)
0.59
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.80
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.32
¬ Remarkable(have fun, requires positive attitude)
0.58
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.75
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.23
¬ Remarkable(have fun, requires joyful spirit)
0.57
Rule weight: 0.85
Evidence weight: 0.70
Similarity weight: 0.95
Evidence: 0.60
Remarkable(have fun, requires be in good mood)
Evidence: 0.75
¬ Remarkable(have fun, causes be put in good mood)
0.56
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.75
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.53
¬ Salient(have fun, requires joyful spirit)
0.56
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.80
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.25
¬ Typical(have fun, requires positive attitude)
0.55
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.80
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.80
¬ Salient(have fun, requires positive attitude)
0.53
Rule weight: 0.85
Evidence weight: 0.65
Similarity weight: 0.97
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.80
¬ Plausible(have fun, requires mood)
0.50
Rule weight: 0.85
Evidence weight: 0.60
Similarity weight: 0.97
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.56
¬ Typical(have fun, requires mood)
0.49
Rule weight: 0.85
Evidence weight: 0.67
Similarity weight: 0.87
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.75
¬ Plausible(have fun, be used to adjust mood)
0.49
Rule weight: 0.85
Evidence weight: 0.59
Similarity weight: 0.97
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.93
¬ Plausible(have fun, causes good mood)
0.47
Rule weight: 0.85
Evidence weight: 0.72
Similarity weight: 0.76
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.64
¬ Plausible(have fun, requires avoid gloomy person)
0.42
Rule weight: 0.85
Evidence weight: 0.66
Similarity weight: 0.75
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.48
¬ Typical(have fun, requires joyful spirit)
0.40
Rule weight: 0.85
Evidence weight: 0.63
Similarity weight: 0.75
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.84
¬ Plausible(have fun, requires joyful spirit)
0.40
Rule weight: 0.85
Evidence weight: 0.59
Similarity weight: 0.80
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.93
¬ Plausible(have fun, requires positive attitude)
0.37
Rule weight: 0.85
Evidence weight: 0.50
Similarity weight: 0.87
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.70
¬ Typical(have fun, be used to adjust mood)
0.19
Rule weight: 0.85
Evidence weight: 0.30
Similarity weight: 0.76
Evidence: 0.29
Typical(have fun, requires be in good mood)
Evidence: 0.99
¬ Typical(have fun, requires avoid gloomy person)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.76
Salient(have fun, requires be in good mood)
Evidence: 0.29
¬ Typical(have fun, requires be in good mood)
Evidence: 0.60
¬ Remarkable(have fun, requires be in good mood)

Typical implies Plausible

0.42
Rule weight: 0.48
Evidence weight: 0.87
Similarity weight: 1.00
Evidence: 0.56
Plausible(have fun, requires be in good mood)
Evidence: 0.29
¬ Typical(have fun, requires be in good mood)

Typicality and Rermarkability incompatibility between siblings

0.09
Rule weight: 0.14
Evidence weight: 0.89
Similarity weight: 0.76
Evidence: 0.60
¬ Remarkable(have fun, requires be in good mood)
Evidence: 0.19
¬ Typical(fun, be good)