perform: be used to have good time

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

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Weight: 0.30
, anything
Weight: 0.27
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Weight: 0.24
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Weight: 0.28
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Weight: 0.28
, bus stop
Weight: 0.27
, meet
Weight: 0.27
, postal service
Weight: 0.27

Related properties

Property Similarity
be used to have good time 1.00
be used to have fun 0.83
requires get really turn on 0.81
be motivated by you enjoy do it 0.81
wants to get some money from someone 0.80
causes do your best 0.80
requires do what be ask of you 0.78
be used to help other person enjoy themselves 0.78
be used to pass time 0.77
requires have little anxiety 0.76

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

0.48
Rule weight: 0.66
Evidence weight: 0.87
Similarity weight: 0.83
Evidence: 0.39
Plausible(game, be used to have fun)
Evidence: 0.21
¬ Typical(perform, be used to have good time)
0.43
Rule weight: 0.66
Evidence weight: 0.84
Similarity weight: 0.77
Evidence: 0.23
Plausible(game, be used to pass time)
Evidence: 0.21
¬ Typical(perform, be used to have good time)
0.42
Rule weight: 0.66
Evidence weight: 0.79
Similarity weight: 0.80
Evidence: 0.03
Plausible(anything, wants to get some money from someone)
Evidence: 0.21
¬ Typical(perform, be used to have good time)

Plausibility inheritance from parent to child

0.07
Rule weight: 0.09
Evidence weight: 0.99
Similarity weight: 0.80
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.03
¬ Plausible(anything, wants to get some money from someone)
0.06
Rule weight: 0.09
Evidence weight: 0.89
Similarity weight: 0.77
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.23
¬ Plausible(game, be used to pass time)
0.06
Rule weight: 0.09
Evidence weight: 0.82
Similarity weight: 0.83
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.39
¬ Plausible(game, be used to have fun)

Remarkability exclusitivity betweem a parent and a child

0.30
Rule weight: 0.58
Evidence weight: 0.68
Similarity weight: 0.77
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)
Evidence: 0.41
¬ Remarkable(game, be used to pass time)
0.20
Rule weight: 0.58
Evidence weight: 0.45
Similarity weight: 0.80
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)
Evidence: 0.71
¬ Remarkable(anything, wants to get some money from someone)
0.18
Rule weight: 0.58
Evidence weight: 0.37
Similarity weight: 0.83
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)
Evidence: 0.81
¬ Remarkable(game, be used to have fun)

Remarkability from parent implausibility

0.32
Rule weight: 0.42
Evidence weight: 0.93
Similarity weight: 0.83
Evidence: 0.39
Plausible(game, be used to have fun)
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.52
¬ Plausible(perform, be used to have good time)
0.30
Rule weight: 0.42
Evidence weight: 0.89
Similarity weight: 0.80
Evidence: 0.03
Plausible(anything, wants to get some money from someone)
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.52
¬ Plausible(perform, be used to have good time)
0.30
Rule weight: 0.42
Evidence weight: 0.91
Similarity weight: 0.77
Evidence: 0.23
Plausible(game, be used to pass time)
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.52
¬ Plausible(perform, be used to have good time)

Salient implies Plausible

0.17
Rule weight: 0.28
Evidence weight: 0.59
Similarity weight: 1.00
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.86
¬ Salient(perform, be used to have good time)

Similarity expansion

0.63
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.81
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.12
¬ Typical(perform, requires get really turn on)
0.61
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.81
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.74
¬ Salient(perform, be motivated by you enjoy do it)
0.61
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.80
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.70
¬ Salient(perform, causes do your best)
0.61
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.80
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.22
¬ Plausible(perform, causes do your best)
0.60
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.81
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.88
¬ Salient(perform, requires get really turn on)
0.60
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.78
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.66
¬ Salient(perform, be used to help other person enjoy themselves)
0.59
Rule weight: 0.85
Evidence weight: 0.89
Similarity weight: 0.78
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.80
¬ Salient(perform, requires do what be ask of you)
0.59
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.76
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.66
¬ Salient(perform, requires have little anxiety)
0.59
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.78
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.15
¬ Typical(perform, requires do what be ask of you)
0.58
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.76
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.48
¬ Remarkable(perform, requires have little anxiety)
0.58
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.81
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.20
¬ Typical(perform, be motivated by you enjoy do it)
0.57
Rule weight: 0.85
Evidence weight: 0.82
Similarity weight: 0.81
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.83
¬ Remarkable(perform, requires get really turn on)
0.56
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.80
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.78
¬ Remarkable(perform, causes do your best)
0.56
Rule weight: 0.85
Evidence weight: 0.85
Similarity weight: 0.78
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.70
¬ Remarkable(perform, be used to help other person enjoy themselves)
0.56
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.81
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.87
¬ Remarkable(perform, be motivated by you enjoy do it)
0.55
Rule weight: 0.85
Evidence weight: 0.83
Similarity weight: 0.78
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.35
¬ Plausible(perform, be used to help other person enjoy themselves)
0.55
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.76
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.34
¬ Plausible(perform, requires have little anxiety)
0.54
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.78
Evidence: 0.78
Remarkable(perform, be used to have good time)
Evidence: 0.86
¬ Remarkable(perform, requires do what be ask of you)
0.53
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.81
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.49
¬ Plausible(perform, be motivated by you enjoy do it)
0.49
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.78
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.33
¬ Typical(perform, be used to help other person enjoy themselves)
0.47
Rule weight: 0.85
Evidence weight: 0.70
Similarity weight: 0.78
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.64
¬ Plausible(perform, requires do what be ask of you)
0.46
Rule weight: 0.85
Evidence weight: 0.70
Similarity weight: 0.76
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.38
¬ Typical(perform, requires have little anxiety)
0.45
Rule weight: 0.85
Evidence weight: 0.67
Similarity weight: 0.80
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.42
¬ Typical(perform, causes do your best)
0.45
Rule weight: 0.85
Evidence weight: 0.64
Similarity weight: 0.81
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.74
¬ Plausible(perform, requires get really turn on)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.98
Similarity weight: 1.00
Evidence: 0.86
Salient(perform, be used to have good time)
Evidence: 0.21
¬ Typical(perform, be used to have good time)
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)

Typical implies Plausible

0.43
Rule weight: 0.48
Evidence weight: 0.90
Similarity weight: 1.00
Evidence: 0.52
Plausible(perform, be used to have good time)
Evidence: 0.21
¬ Typical(perform, be used to have good time)

Typicality and Rermarkability incompatibility between a parent and a child

0.34
Rule weight: 0.51
Evidence weight: 0.80
Similarity weight: 0.83
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)
Evidence: 0.25
¬ Typical(game, be used to have fun)
0.24
Rule weight: 0.51
Evidence weight: 0.61
Similarity weight: 0.77
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)
Evidence: 0.50
¬ Typical(game, be used to pass time)
0.16
Rule weight: 0.51
Evidence weight: 0.40
Similarity weight: 0.80
Evidence: 0.78
¬ Remarkable(perform, be used to have good time)
Evidence: 0.76
¬ Typical(anything, wants to get some money from someone)

Typicality inheritance from parent to child

0.32
Rule weight: 0.48
Evidence weight: 0.80
Similarity weight: 0.83
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.25
¬ Typical(game, be used to have fun)
0.23
Rule weight: 0.48
Evidence weight: 0.61
Similarity weight: 0.77
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.50
¬ Typical(game, be used to pass time)
0.16
Rule weight: 0.48
Evidence weight: 0.40
Similarity weight: 0.80
Evidence: 0.21
Typical(perform, be used to have good time)
Evidence: 0.76
¬ Typical(anything, wants to get some money from someone)