see person play game: be used to vicarious excitement

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 vicarious excitement 1.00
causes excitement 0.84
be used to enjoyment 0.76
be used to live vicariously through player 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

0.26
Rule weight: 0.28
Evidence weight: 0.91
Similarity weight: 1.00
Evidence: 0.87
Plausible(see person play game, be used to vicarious excitement)
Evidence: 0.72
¬ Salient(see person play game, be used to vicarious excitement)

Similarity expansion

0.64
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.84
Evidence: 0.87
Plausible(see person play game, be used to vicarious excitement)
Evidence: 0.77
¬ Plausible(see person play game, causes excitement)
0.61
Rule weight: 0.85
Evidence weight: 0.86
Similarity weight: 0.84
Evidence: 0.72
Salient(see person play game, be used to vicarious excitement)
Evidence: 0.51
¬ Salient(see person play game, causes excitement)
0.58
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.76
Evidence: 0.87
Plausible(see person play game, be used to vicarious excitement)
Evidence: 0.75
¬ Plausible(see person play game, be used to live vicariously through player)
0.58
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.84
Evidence: 0.39
Remarkable(see person play game, be used to vicarious excitement)
Evidence: 0.31
¬ Remarkable(see person play game, causes excitement)
0.58
Rule weight: 0.85
Evidence weight: 0.88
Similarity weight: 0.76
Evidence: 0.87
Plausible(see person play game, be used to vicarious excitement)
Evidence: 0.92
¬ Plausible(see person play game, be used to enjoyment)
0.55
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.76
Evidence: 0.34
Typical(see person play game, be used to vicarious excitement)
Evidence: 0.24
¬ Typical(see person play game, be used to enjoyment)
0.54
Rule weight: 0.85
Evidence weight: 0.84
Similarity weight: 0.76
Evidence: 0.72
Salient(see person play game, be used to vicarious excitement)
Evidence: 0.59
¬ Salient(see person play game, be used to live vicariously through player)
0.51
Rule weight: 0.85
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.72
Salient(see person play game, be used to vicarious excitement)
Evidence: 0.79
¬ Salient(see person play game, be used to enjoyment)
0.48
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.76
Evidence: 0.39
Remarkable(see person play game, be used to vicarious excitement)
Evidence: 0.42
¬ Remarkable(see person play game, be used to live vicariously through player)
0.46
Rule weight: 0.85
Evidence weight: 0.64
Similarity weight: 0.84
Evidence: 0.34
Typical(see person play game, be used to vicarious excitement)
Evidence: 0.54
¬ Typical(see person play game, causes excitement)
0.44
Rule weight: 0.85
Evidence weight: 0.68
Similarity weight: 0.76
Evidence: 0.39
Remarkable(see person play game, be used to vicarious excitement)
Evidence: 0.52
¬ Remarkable(see person play game, be used to enjoyment)
0.42
Rule weight: 0.85
Evidence weight: 0.66
Similarity weight: 0.76
Evidence: 0.34
Typical(see person play game, be used to vicarious excitement)
Evidence: 0.52
¬ Typical(see person play game, be used to live vicariously through player)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.72
Salient(see person play game, be used to vicarious excitement)
Evidence: 0.34
¬ Typical(see person play game, be used to vicarious excitement)
Evidence: 0.39
¬ Remarkable(see person play game, be used to vicarious excitement)

Typical implies Plausible

0.46
Rule weight: 0.48
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.87
Plausible(see person play game, be used to vicarious excitement)
Evidence: 0.34
¬ Typical(see person play game, be used to vicarious excitement)