play harp: causes happyness

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents -
Siblings -

Related properties

Property Similarity
causes happyness 1.00
causes someone mistake you for harpo marx 0.77
causes person want to die 0.76
causes magickal thing to happen 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

0.23
Rule weight: 0.28
Evidence weight: 0.82
Similarity weight: 1.00
Evidence: 0.55
Plausible(play harp, causes happyness)
Evidence: 0.40
¬ Salient(play harp, causes happyness)

Similarity expansion

0.58
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.76
Evidence: 0.40
Salient(play harp, causes happyness)
Evidence: 0.16
¬ Salient(play harp, causes person want to die)
0.57
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.76
Evidence: 0.44
Remarkable(play harp, causes happyness)
Evidence: 0.22
¬ Remarkable(play harp, causes person want to die)
0.50
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.75
Evidence: 0.71
Typical(play harp, causes happyness)
Evidence: 0.76
¬ Typical(play harp, causes magickal thing to happen)
0.50
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.75
Evidence: 0.55
Plausible(play harp, causes happyness)
Evidence: 0.49
¬ Plausible(play harp, causes magickal thing to happen)
0.50
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.76
Evidence: 0.55
Plausible(play harp, causes happyness)
Evidence: 0.51
¬ Plausible(play harp, causes person want to die)
0.49
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.75
Evidence: 0.40
Salient(play harp, causes happyness)
Evidence: 0.39
¬ Salient(play harp, causes magickal thing to happen)
0.49
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.76
Evidence: 0.71
Typical(play harp, causes happyness)
Evidence: 0.87
¬ Typical(play harp, causes person want to die)
0.47
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.75
Evidence: 0.44
Remarkable(play harp, causes happyness)
Evidence: 0.46
¬ Remarkable(play harp, causes magickal thing to happen)

Typical and Remarkable implies Salient

0.11
Rule weight: 0.14
Evidence weight: 0.81
Similarity weight: 1.00
Evidence: 0.40
Salient(play harp, causes happyness)
Evidence: 0.71
¬ Typical(play harp, causes happyness)
Evidence: 0.44
¬ Remarkable(play harp, causes happyness)

Typical implies Plausible

0.32
Rule weight: 0.48
Evidence weight: 0.68
Similarity weight: 1.00
Evidence: 0.55
Plausible(play harp, causes happyness)
Evidence: 0.71
¬ Typical(play harp, causes happyness)