murder: be more successful at night

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents atrocity
Weight: 0.69
, crime
Weight: 0.64
, felony
Weight: 0.64
, act
Weight: 0.62
, evil
Weight: 0.62
Siblings honor killing
Weight: 0.69
, first degree murder
Weight: 0.63
, stabbing
Weight: 0.47
, homicide
Weight: 0.37
, rape
Weight: 0.37

Related properties

Property Similarity
be more successful at night 1.00
be more successful than day 0.92
happen at night 0.82
be more attractive than good 0.77
is best game series ever 0.75
be more powerful than good 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

0.50
Rule weight: 0.66
Evidence weight: 0.93
Similarity weight: 0.82
Evidence: 0.71
Plausible(crime, happen at night)
Evidence: 0.25
¬ Typical(murder, be more successful at night)
0.38
Rule weight: 0.66
Evidence weight: 0.75
Similarity weight: 0.77
Evidence: 0.02
Plausible(evil, be more attractive than good)
Evidence: 0.25
¬ Typical(murder, be more successful at night)
0.38
Rule weight: 0.66
Evidence weight: 0.76
Similarity weight: 0.75
Evidence: 0.05
Plausible(evil, is best game series ever)
Evidence: 0.25
¬ Typical(murder, be more successful at night)
0.38
Rule weight: 0.66
Evidence weight: 0.75
Similarity weight: 0.75
Evidence: 0.03
Plausible(evil, be more powerful than good)
Evidence: 0.25
¬ Typical(murder, be more successful at night)

Plausibility inheritance from parent to child

0.07
Rule weight: 0.09
Evidence weight: 0.98
Similarity weight: 0.77
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.02
¬ Plausible(evil, be more attractive than good)
0.07
Rule weight: 0.09
Evidence weight: 0.97
Similarity weight: 0.75
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.03
¬ Plausible(evil, be more powerful than good)
0.07
Rule weight: 0.09
Evidence weight: 0.95
Similarity weight: 0.75
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.05
¬ Plausible(evil, is best game series ever)
0.02
Rule weight: 0.09
Evidence weight: 0.32
Similarity weight: 0.82
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.71
¬ Plausible(crime, happen at night)

Remarkability exclusitivity betweem a parent and a child

0.46
Rule weight: 0.58
Evidence weight: 0.99
Similarity weight: 0.82
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.37
¬ Remarkable(crime, happen at night)
0.44
Rule weight: 0.58
Evidence weight: 1.00
Similarity weight: 0.77
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.03
¬ Remarkable(evil, be more attractive than good)
0.43
Rule weight: 0.58
Evidence weight: 1.00
Similarity weight: 0.75
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.04
¬ Remarkable(evil, is best game series ever)
0.43
Rule weight: 0.58
Evidence weight: 1.00
Similarity weight: 0.75
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.04
¬ Remarkable(evil, be more powerful than good)

Remarkability from parent implausibility

0.34
Rule weight: 0.42
Evidence weight: 0.99
Similarity weight: 0.82
Evidence: 0.71
Plausible(crime, happen at night)
Evidence: 0.04
Remarkable(murder, be more successful at night)
Evidence: 0.04
¬ Plausible(murder, be more successful at night)
0.31
Rule weight: 0.42
Evidence weight: 0.96
Similarity weight: 0.77
Evidence: 0.02
Plausible(evil, be more attractive than good)
Evidence: 0.04
Remarkable(murder, be more successful at night)
Evidence: 0.04
¬ Plausible(murder, be more successful at night)
0.30
Rule weight: 0.42
Evidence weight: 0.96
Similarity weight: 0.75
Evidence: 0.05
Plausible(evil, is best game series ever)
Evidence: 0.04
Remarkable(murder, be more successful at night)
Evidence: 0.04
¬ Plausible(murder, be more successful at night)
0.30
Rule weight: 0.42
Evidence weight: 0.96
Similarity weight: 0.75
Evidence: 0.03
Plausible(evil, be more powerful than good)
Evidence: 0.04
Remarkable(murder, be more successful at night)
Evidence: 0.04
¬ Plausible(murder, be more successful at night)

Salient implies Plausible

0.27
Rule weight: 0.28
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.04
¬ Salient(murder, be more successful at night)

Similarity expansion

0.72
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.92
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.09
¬ Plausible(murder, be more successful than day)
0.71
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.92
Evidence: 0.04
Remarkable(murder, be more successful at night)
Evidence: 0.10
¬ Remarkable(murder, be more successful than day)
0.71
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.92
Evidence: 0.04
Salient(murder, be more successful at night)
Evidence: 0.10
¬ Salient(murder, be more successful than day)
0.58
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.92
Evidence: 0.25
Typical(murder, be more successful at night)
Evidence: 0.35
¬ Typical(murder, be more successful than day)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.99
Similarity weight: 1.00
Evidence: 0.04
Salient(murder, be more successful at night)
Evidence: 0.25
¬ Typical(murder, be more successful at night)
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)

Typical implies Plausible

0.36
Rule weight: 0.48
Evidence weight: 0.76
Similarity weight: 1.00
Evidence: 0.04
Plausible(murder, be more successful at night)
Evidence: 0.25
¬ Typical(murder, be more successful at night)

Typicality and Rermarkability incompatibility between a parent and a child

0.40
Rule weight: 0.51
Evidence weight: 0.97
Similarity weight: 0.82
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.87
¬ Typical(crime, happen at night)
0.39
Rule weight: 0.51
Evidence weight: 0.99
Similarity weight: 0.77
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.19
¬ Typical(evil, be more attractive than good)
0.38
Rule weight: 0.51
Evidence weight: 0.99
Similarity weight: 0.75
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.28
¬ Typical(evil, is best game series ever)
0.38
Rule weight: 0.51
Evidence weight: 0.99
Similarity weight: 0.75
Evidence: 0.04
¬ Remarkable(murder, be more successful at night)
Evidence: 0.22
¬ Typical(evil, be more powerful than good)

Typicality inheritance from parent to child

0.32
Rule weight: 0.48
Evidence weight: 0.86
Similarity weight: 0.77
Evidence: 0.25
Typical(murder, be more successful at night)
Evidence: 0.19
¬ Typical(evil, be more attractive than good)
0.31
Rule weight: 0.48
Evidence weight: 0.84
Similarity weight: 0.75
Evidence: 0.25
Typical(murder, be more successful at night)
Evidence: 0.22
¬ Typical(evil, be more powerful than good)
0.29
Rule weight: 0.48
Evidence weight: 0.79
Similarity weight: 0.75
Evidence: 0.25
Typical(murder, be more successful at night)
Evidence: 0.28
¬ Typical(evil, is best game series ever)
0.14
Rule weight: 0.48
Evidence weight: 0.35
Similarity weight: 0.82
Evidence: 0.25
Typical(murder, be more successful at night)
Evidence: 0.87
¬ Typical(crime, happen at night)