silencer: feel lategame

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents firearm
Weight: 0.63
, part
Weight: 0.54
, accessory
Weight: 0.50
, attachment
Weight: 0.49
Siblings submachine gun
Weight: 0.36
, machine gun
Weight: 0.35
, pistol
Weight: 0.35
, shotgun
Weight: 0.34
, handgun
Weight: 0.34

Related properties

Property Similarity
feel lategame 1.00
feel 1.00
feel in pve 0.99
feel cold 0.84
feel numb 0.81
feel sore 0.78

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

Remarkability exclusitivity between siblings

0.13
Rule weight: 0.13
Evidence weight: 0.98
Similarity weight: 1.00
Evidence: 0.07
¬ Remarkable(silencer, feel lategame)
Evidence: 0.30
¬ Remarkable(shotgun, feel)

Remarkability from sibling implausibility

0.53
Rule weight: 0.60
Evidence weight: 0.89
Similarity weight: 1.00
Evidence: 0.02
Plausible(silencer, feel lategame)
Evidence: 0.30
Remarkable(shotgun, feel)
Evidence: 0.16
¬ Plausible(shotgun, feel)

Salient implies Plausible

0.27
Rule weight: 0.28
Evidence weight: 0.97
Similarity weight: 1.00
Evidence: 0.02
Plausible(silencer, feel lategame)
Evidence: 0.03
¬ Salient(silencer, feel lategame)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.99
Similarity weight: 1.00
Evidence: 0.03
Salient(silencer, feel lategame)
Evidence: 0.11
¬ Typical(silencer, feel lategame)
Evidence: 0.07
¬ Remarkable(silencer, feel lategame)

Typical implies Plausible

0.43
Rule weight: 0.48
Evidence weight: 0.89
Similarity weight: 1.00
Evidence: 0.02
Plausible(silencer, feel lategame)
Evidence: 0.11
¬ Typical(silencer, feel lategame)

Typicality and Rermarkability incompatibility between siblings

0.13
Rule weight: 0.14
Evidence weight: 0.98
Similarity weight: 1.00
Evidence: 0.07
¬ Remarkable(silencer, feel lategame)
Evidence: 0.27
¬ Typical(shotgun, feel)