hit bottle: be used to get drunk

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents -
Siblings -

Related properties

Property Similarity
be used to get drunk 1.00
be motivated by get drunk 0.97
causes one to get drunk 0.97
be motivated by be drunk 0.95
be motivated by you want to get drunk 0.92
causes person to become drunk 0.91
requires get drunk off your ass 0.88
be motivated by drink booze 0.82
requires drink some alcohol 0.82
requires drink alcohol 0.82

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

Salient implies Plausible

0.26
Rule weight: 0.28
Evidence weight: 0.92
Similarity weight: 1.00
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.38
¬ Salient(hit bottle, be used to get drunk)

Similarity expansion

0.74
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.97
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.88
¬ Remarkable(hit bottle, be motivated by get drunk)
0.74
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.97
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.91
¬ Remarkable(hit bottle, causes one to get drunk)
0.73
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.95
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.85
¬ Remarkable(hit bottle, be motivated by be drunk)
0.72
Rule weight: 0.85
Evidence weight: 0.96
Similarity weight: 0.88
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.39
¬ Remarkable(hit bottle, requires get drunk off your ass)
0.71
Rule weight: 0.85
Evidence weight: 0.95
Similarity weight: 0.88
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.08
¬ Salient(hit bottle, requires get drunk off your ass)
0.70
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.97
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.75
¬ Plausible(hit bottle, be motivated by get drunk)
0.70
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.95
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.66
¬ Plausible(hit bottle, be motivated by be drunk)
0.70
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.92
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.94
¬ Remarkable(hit bottle, be motivated by you want to get drunk)
0.70
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.91
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.87
¬ Remarkable(hit bottle, causes person to become drunk)
0.69
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.97
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.80
¬ Plausible(hit bottle, causes one to get drunk)
0.68
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.92
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.18
¬ Typical(hit bottle, be motivated by you want to get drunk)
0.67
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.97
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.26
¬ Typical(hit bottle, causes one to get drunk)
0.67
Rule weight: 0.85
Evidence weight: 0.95
Similarity weight: 0.82
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.06
¬ Typical(hit bottle, requires drink some alcohol)
0.66
Rule weight: 0.85
Evidence weight: 0.95
Similarity weight: 0.82
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.07
¬ Typical(hit bottle, requires drink alcohol)
0.66
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.91
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.75
¬ Plausible(hit bottle, causes person to become drunk)
0.65
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.92
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.85
¬ Plausible(hit bottle, be motivated by you want to get drunk)
0.63
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.82
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.93
¬ Remarkable(hit bottle, be motivated by drink booze)
0.63
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.82
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.93
¬ Remarkable(hit bottle, requires drink some alcohol)
0.62
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.82
Evidence: 0.89
Remarkable(hit bottle, be used to get drunk)
Evidence: 0.92
¬ Remarkable(hit bottle, requires drink alcohol)
0.62
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.97
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.35
¬ Typical(hit bottle, be motivated by get drunk)
0.62
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.88
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.86
¬ Plausible(hit bottle, requires get drunk off your ass)
0.62
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.82
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.16
¬ Typical(hit bottle, be motivated by drink booze)
0.60
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.95
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.41
¬ Salient(hit bottle, be motivated by be drunk)
0.60
Rule weight: 0.85
Evidence weight: 0.72
Similarity weight: 0.97
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.45
¬ Salient(hit bottle, be motivated by get drunk)
0.59
Rule weight: 0.85
Evidence weight: 0.71
Similarity weight: 0.97
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.47
¬ Salient(hit bottle, causes one to get drunk)
0.58
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.91
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.35
¬ Typical(hit bottle, causes person to become drunk)
0.58
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.91
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.41
¬ Salient(hit bottle, causes person to become drunk)
0.58
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.82
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.87
¬ Plausible(hit bottle, be motivated by drink booze)
0.57
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.82
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.97
¬ Plausible(hit bottle, requires drink some alcohol)
0.56
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.82
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.97
¬ Plausible(hit bottle, requires drink alcohol)
0.55
Rule weight: 0.85
Evidence weight: 0.68
Similarity weight: 0.95
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.44
¬ Typical(hit bottle, be motivated by be drunk)
0.55
Rule weight: 0.85
Evidence weight: 0.73
Similarity weight: 0.88
Evidence: 0.28
Typical(hit bottle, be used to get drunk)
Evidence: 0.37
¬ Typical(hit bottle, requires get drunk off your ass)
0.54
Rule weight: 0.85
Evidence weight: 0.68
Similarity weight: 0.92
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.51
¬ Salient(hit bottle, be motivated by you want to get drunk)
0.46
Rule weight: 0.85
Evidence weight: 0.65
Similarity weight: 0.82
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.56
¬ Salient(hit bottle, be motivated by drink booze)
0.38
Rule weight: 0.85
Evidence weight: 0.54
Similarity weight: 0.82
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.74
¬ Salient(hit bottle, requires drink alcohol)
0.37
Rule weight: 0.85
Evidence weight: 0.53
Similarity weight: 0.82
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.76
¬ Salient(hit bottle, requires drink some alcohol)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.85
Similarity weight: 1.00
Evidence: 0.38
Salient(hit bottle, be used to get drunk)
Evidence: 0.28
¬ Typical(hit bottle, be used to get drunk)
Evidence: 0.89
¬ Remarkable(hit bottle, be used to get drunk)

Typical implies Plausible

0.45
Rule weight: 0.48
Evidence weight: 0.94
Similarity weight: 1.00
Evidence: 0.80
Plausible(hit bottle, be used to get drunk)
Evidence: 0.28
¬ Typical(hit bottle, be used to get drunk)