success: feel good

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents achievement
Weight: 0.68
, factor
Weight: 0.59
, publication
Weight: 0.58
, promise
Weight: 0.58
Siblings good luck
Weight: 0.66
, performance
Weight: 0.64
, defeat
Weight: 0.51
, encore
Weight: 0.50
, dodger
Weight: 0.43

Related properties

Property Similarity
feel good 1.00
has quality good 0.80
is terrible 0.77
get hate 0.76
has quality bad 0.76
be on low-end gpus like 0.75
be on gpus like 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

Plausibility inference from child typicality

0.46
Rule weight: 0.66
Evidence weight: 0.91
Similarity weight: 0.76
Evidence: 0.01
Plausible(achievement, has quality bad)
Evidence: 0.09
¬ Typical(success, feel good)

Plausibility inheritance from parent to child

0.07
Rule weight: 0.09
Evidence weight: 0.99
Similarity weight: 0.76
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.01
¬ Plausible(achievement, has quality bad)

Remarkability exclusitivity betweem a parent and a child

0.43
Rule weight: 0.58
Evidence weight: 0.98
Similarity weight: 0.76
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.02
¬ Remarkable(achievement, has quality bad)

Remarkability exclusitivity between siblings

0.09
Rule weight: 0.13
Evidence weight: 0.92
Similarity weight: 0.76
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.09
¬ Remarkable(encore, get hate)
0.08
Rule weight: 0.13
Evidence weight: 0.82
Similarity weight: 0.75
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.19
¬ Remarkable(performance, be on low-end gpus like)
0.08
Rule weight: 0.13
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.24
¬ Remarkable(encore, has quality bad)

Remarkability from parent implausibility

0.31
Rule weight: 0.42
Evidence weight: 0.98
Similarity weight: 0.76
Evidence: 0.01
Plausible(achievement, has quality bad)
Evidence: 0.92
Remarkable(success, feel good)
Evidence: 0.28
¬ Plausible(success, feel good)

Remarkability from sibling implausibility

0.43
Rule weight: 0.60
Evidence weight: 0.94
Similarity weight: 0.76
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.09
Remarkable(encore, get hate)
Evidence: 0.09
¬ Plausible(encore, get hate)
0.43
Rule weight: 0.60
Evidence weight: 0.95
Similarity weight: 0.75
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.19
Remarkable(performance, be on low-end gpus like)
Evidence: 0.09
¬ Plausible(performance, be on low-end gpus like)
0.37
Rule weight: 0.60
Evidence weight: 0.82
Similarity weight: 0.76
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.24
Remarkable(encore, has quality bad)
Evidence: 0.34
¬ Plausible(encore, has quality bad)

Salient implies Plausible

0.18
Rule weight: 0.28
Evidence weight: 0.63
Similarity weight: 1.00
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.52
¬ Salient(success, feel good)

Similarity expansion

0.65
Rule weight: 0.85
Evidence weight: 1.00
Similarity weight: 0.76
Evidence: 0.92
Remarkable(success, feel good)
Evidence: 0.00
¬ Remarkable(success, has quality bad)
0.65
Rule weight: 0.85
Evidence weight: 1.00
Similarity weight: 0.76
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.00
¬ Plausible(success, has quality bad)
0.65
Rule weight: 0.85
Evidence weight: 1.00
Similarity weight: 0.76
Evidence: 0.52
Salient(success, feel good)
Evidence: 0.00
¬ Salient(success, has quality bad)
0.63
Rule weight: 0.85
Evidence weight: 0.93
Similarity weight: 0.80
Evidence: 0.92
Remarkable(success, feel good)
Evidence: 0.94
¬ Remarkable(success, has quality good)
0.59
Rule weight: 0.85
Evidence weight: 0.87
Similarity weight: 0.80
Evidence: 0.09
Typical(success, feel good)
Evidence: 0.14
¬ Typical(success, has quality good)
0.58
Rule weight: 0.85
Evidence weight: 0.90
Similarity weight: 0.76
Evidence: 0.09
Typical(success, feel good)
Evidence: 0.11
¬ Typical(success, has quality bad)
0.51
Rule weight: 0.85
Evidence weight: 0.74
Similarity weight: 0.80
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.36
¬ Plausible(success, has quality good)
0.47
Rule weight: 0.85
Evidence weight: 0.70
Similarity weight: 0.80
Evidence: 0.52
Salient(success, feel good)
Evidence: 0.63
¬ Salient(success, has quality good)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 1.00
Evidence: 0.52
Salient(success, feel good)
Evidence: 0.09
¬ Typical(success, feel good)
Evidence: 0.92
¬ Remarkable(success, feel good)

Typical implies Plausible

0.45
Rule weight: 0.48
Evidence weight: 0.94
Similarity weight: 1.00
Evidence: 0.28
Plausible(success, feel good)
Evidence: 0.09
¬ Typical(success, feel good)

Typicality and Rermarkability incompatibility between a parent and a child

0.33
Rule weight: 0.51
Evidence weight: 0.86
Similarity weight: 0.76
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.15
¬ Typical(achievement, has quality bad)

Typicality and Rermarkability incompatibility between siblings

0.08
Rule weight: 0.14
Evidence weight: 0.78
Similarity weight: 0.75
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.24
¬ Typical(performance, be on low-end gpus like)
0.07
Rule weight: 0.14
Evidence weight: 0.70
Similarity weight: 0.76
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.33
¬ Typical(encore, get hate)
0.05
Rule weight: 0.14
Evidence weight: 0.49
Similarity weight: 0.76
Evidence: 0.92
¬ Remarkable(success, feel good)
Evidence: 0.55
¬ Typical(encore, has quality bad)

Typicality inheritance from parent to child

0.32
Rule weight: 0.48
Evidence weight: 0.86
Similarity weight: 0.76
Evidence: 0.09
Typical(success, feel good)
Evidence: 0.15
¬ Typical(achievement, has quality bad)