see person play game: be used to live vicariously through player

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 live vicariously through player 1.00
requires go to watch game 0.77
be motivated by they enjoy play game 0.76
be used to vicarious excitement 0.76
requires watch them 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

Salient implies Plausible

0.24
Rule weight: 0.28
Evidence weight: 0.85
Similarity weight: 1.00
Evidence: 0.75
Plausible(see person play game, be used to live vicariously through player)
Evidence: 0.59
¬ Salient(see person play game, be used to live vicariously through player)

Similarity expansion

0.62
Rule weight: 0.85
Evidence weight: 0.96
Similarity weight: 0.76
Evidence: 0.52
Typical(see person play game, be used to live vicariously through player)
Evidence: 0.09
¬ Typical(see person play game, requires watch them)
0.61
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.77
Evidence: 0.52
Typical(see person play game, be used to live vicariously through player)
Evidence: 0.15
¬ Typical(see person play game, requires go to watch game)
0.60
Rule weight: 0.85
Evidence weight: 0.92
Similarity weight: 0.76
Evidence: 0.52
Typical(see person play game, be used to live vicariously through player)
Evidence: 0.16
¬ Typical(see person play game, be motivated by they enjoy play game)
0.54
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.76
Evidence: 0.52
Typical(see person play game, be used to live vicariously through player)
Evidence: 0.34
¬ Typical(see person play game, be used to vicarious excitement)
0.51
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.75
Plausible(see person play game, be used to live vicariously through player)
Evidence: 0.87
¬ Plausible(see person play game, be used to vicarious excitement)
0.51
Rule weight: 0.85
Evidence weight: 0.77
Similarity weight: 0.77
Evidence: 0.75
Plausible(see person play game, be used to live vicariously through player)
Evidence: 0.92
¬ Plausible(see person play game, requires go to watch game)
0.51
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.75
Plausible(see person play game, be used to live vicariously through player)
Evidence: 0.89
¬ Plausible(see person play game, be motivated by they enjoy play game)
0.50
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.42
Remarkable(see person play game, be used to live vicariously through player)
Evidence: 0.39
¬ Remarkable(see person play game, be used to vicarious excitement)
0.49
Rule weight: 0.85
Evidence weight: 0.75
Similarity weight: 0.77
Evidence: 0.59
Salient(see person play game, be used to live vicariously through player)
Evidence: 0.60
¬ Salient(see person play game, requires go to watch game)
0.49
Rule weight: 0.85
Evidence weight: 0.76
Similarity weight: 0.76
Evidence: 0.75
Plausible(see person play game, be used to live vicariously through player)
Evidence: 0.97
¬ Plausible(see person play game, requires watch them)
0.48
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.76
Evidence: 0.59
Salient(see person play game, be used to live vicariously through player)
Evidence: 0.63
¬ Salient(see person play game, be motivated by they enjoy play game)
0.45
Rule weight: 0.85
Evidence weight: 0.70
Similarity weight: 0.76
Evidence: 0.59
Salient(see person play game, be used to live vicariously through player)
Evidence: 0.72
¬ Salient(see person play game, be used to vicarious excitement)
0.43
Rule weight: 0.85
Evidence weight: 0.67
Similarity weight: 0.76
Evidence: 0.59
Salient(see person play game, be used to live vicariously through player)
Evidence: 0.80
¬ Salient(see person play game, requires watch them)
0.32
Rule weight: 0.85
Evidence weight: 0.50
Similarity weight: 0.76
Evidence: 0.42
Remarkable(see person play game, be used to live vicariously through player)
Evidence: 0.87
¬ Remarkable(see person play game, requires watch them)
0.31
Rule weight: 0.85
Evidence weight: 0.48
Similarity weight: 0.77
Evidence: 0.42
Remarkable(see person play game, be used to live vicariously through player)
Evidence: 0.91
¬ Remarkable(see person play game, requires go to watch game)
0.30
Rule weight: 0.85
Evidence weight: 0.47
Similarity weight: 0.76
Evidence: 0.42
Remarkable(see person play game, be used to live vicariously through player)
Evidence: 0.93
¬ Remarkable(see person play game, be motivated by they enjoy play game)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.91
Similarity weight: 1.00
Evidence: 0.59
Salient(see person play game, be used to live vicariously through player)
Evidence: 0.52
¬ Typical(see person play game, be used to live vicariously through player)
Evidence: 0.42
¬ Remarkable(see person play game, be used to live vicariously through player)

Typical implies Plausible

0.42
Rule weight: 0.48
Evidence weight: 0.87
Similarity weight: 1.00
Evidence: 0.75
Plausible(see person play game, be used to live vicariously through player)
Evidence: 0.52
¬ Typical(see person play game, be used to live vicariously through player)