play frisbee: be used to get into shape

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 into shape 1.00
be used to get fit 0.81
be used to keep fit 0.78
be used to fit person 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

Salient implies Plausible

0.24
Rule weight: 0.28
Evidence weight: 0.84
Similarity weight: 1.00
Evidence: 0.65
Plausible(play frisbee, be used to get into shape)
Evidence: 0.45
¬ Salient(play frisbee, be used to get into shape)

Similarity expansion

0.55
Rule weight: 0.85
Evidence weight: 0.86
Similarity weight: 0.75
Evidence: 0.44
Remarkable(play frisbee, be used to get into shape)
Evidence: 0.25
¬ Remarkable(play frisbee, be used to fit person)
0.54
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.75
Evidence: 0.45
Salient(play frisbee, be used to get into shape)
Evidence: 0.28
¬ Salient(play frisbee, be used to fit person)
0.54
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.81
Evidence: 0.65
Plausible(play frisbee, be used to get into shape)
Evidence: 0.63
¬ Plausible(play frisbee, be used to get fit)
0.53
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.81
Evidence: 0.66
Typical(play frisbee, be used to get into shape)
Evidence: 0.67
¬ Typical(play frisbee, be used to get fit)
0.53
Rule weight: 0.85
Evidence weight: 0.80
Similarity weight: 0.78
Evidence: 0.44
Remarkable(play frisbee, be used to get into shape)
Evidence: 0.36
¬ Remarkable(play frisbee, be used to keep fit)
0.52
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.78
Evidence: 0.66
Typical(play frisbee, be used to get into shape)
Evidence: 0.63
¬ Typical(play frisbee, be used to keep fit)
0.52
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.81
Evidence: 0.44
Remarkable(play frisbee, be used to get into shape)
Evidence: 0.46
¬ Remarkable(play frisbee, be used to get fit)
0.52
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.81
Evidence: 0.45
Salient(play frisbee, be used to get into shape)
Evidence: 0.46
¬ Salient(play frisbee, be used to get fit)
0.51
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.78
Evidence: 0.45
Salient(play frisbee, be used to get into shape)
Evidence: 0.42
¬ Salient(play frisbee, be used to keep fit)
0.50
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.75
Evidence: 0.65
Plausible(play frisbee, be used to get into shape)
Evidence: 0.62
¬ Plausible(play frisbee, be used to fit person)
0.50
Rule weight: 0.85
Evidence weight: 0.76
Similarity weight: 0.78
Evidence: 0.65
Plausible(play frisbee, be used to get into shape)
Evidence: 0.69
¬ Plausible(play frisbee, be used to keep fit)
0.47
Rule weight: 0.85
Evidence weight: 0.73
Similarity weight: 0.75
Evidence: 0.66
Typical(play frisbee, be used to get into shape)
Evidence: 0.78
¬ Typical(play frisbee, be used to fit person)

Typical and Remarkable implies Salient

0.12
Rule weight: 0.14
Evidence weight: 0.84
Similarity weight: 1.00
Evidence: 0.45
Salient(play frisbee, be used to get into shape)
Evidence: 0.66
¬ Typical(play frisbee, be used to get into shape)
Evidence: 0.44
¬ Remarkable(play frisbee, be used to get into shape)

Typical implies Plausible

0.37
Rule weight: 0.48
Evidence weight: 0.77
Similarity weight: 1.00
Evidence: 0.65
Plausible(play frisbee, be used to get into shape)
Evidence: 0.66
¬ Typical(play frisbee, be used to get into shape)