magic: be used in combat

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents legend
Weight: 0.63
, thing
Weight: 0.57
, word
Weight: 0.57
, device
Weight: 0.57
, science
Weight: 0.56
Siblings miracle
Weight: 0.33
, genius
Weight: 0.33
, trick
Weight: 0.33
, joy
Weight: 0.32

Related properties

Property Similarity
be used in combat 1.00
be used in warfare 0.78

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: 0.91
Similarity weight: 1.00
Evidence: 0.38
Plausible(magic, be used in combat)
Evidence: 0.14
¬ Salient(magic, be used in combat)

Similarity expansion

0.65
Rule weight: 0.85
Evidence weight: 0.98
Similarity weight: 0.78
Evidence: 0.06
Typical(magic, be used in combat)
Evidence: 0.02
¬ Typical(magic, be used in warfare)
0.52
Rule weight: 0.85
Evidence weight: 0.79
Similarity weight: 0.78
Evidence: 0.14
Salient(magic, be used in combat)
Evidence: 0.25
¬ Salient(magic, be used in warfare)
0.47
Rule weight: 0.85
Evidence weight: 0.71
Similarity weight: 0.78
Evidence: 0.38
Plausible(magic, be used in combat)
Evidence: 0.46
¬ Plausible(magic, be used in warfare)
0.34
Rule weight: 0.85
Evidence weight: 0.51
Similarity weight: 0.78
Evidence: 0.28
Remarkable(magic, be used in combat)
Evidence: 0.68
¬ Remarkable(magic, be used in warfare)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.99
Similarity weight: 1.00
Evidence: 0.14
Salient(magic, be used in combat)
Evidence: 0.06
¬ Typical(magic, be used in combat)
Evidence: 0.28
¬ Remarkable(magic, be used in combat)

Typical implies Plausible

0.46
Rule weight: 0.48
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.38
Plausible(magic, be used in combat)
Evidence: 0.06
¬ Typical(magic, be used in combat)