thing: be useless but still enjoyable

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents obstacle
Weight: 0.66
, element
Weight: 0.65
, everything
Weight: 0.65
, reason
Weight: 0.64
Siblings think
Weight: 0.77
, remember
Weight: 0.74
, dark matter
Weight: 0.72
, what
Weight: 0.70
, irony
Weight: 0.70

Related properties

Property Similarity
be useless but still enjoyable 1.00
wants to have fun 0.80
be used to fun 0.79
be motivated by forget be inconvenient 0.79
requires be still 0.79
be used to good time 0.78
be motivated by there something to remember 0.77
be intricate if you look close enough 0.76
requires find something to think about 0.76
requires think very hard 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

Plausibility inference from child typicality

0.39
Rule weight: 0.66
Evidence weight: 0.78
Similarity weight: 0.76
Evidence: 0.47
Plausible(everything, be intricate if you look close enough)
Evidence: 0.42
¬ Typical(thing, be useless but still enjoyable)

Plausibility inheritance from parent to child

0.05
Rule weight: 0.09
Evidence weight: 0.67
Similarity weight: 0.76
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.47
¬ Plausible(everything, be intricate if you look close enough)

Remarkability exclusitivity betweem a parent and a child

0.35
Rule weight: 0.58
Evidence weight: 0.80
Similarity weight: 0.76
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.48
¬ Remarkable(everything, be intricate if you look close enough)

Remarkability exclusitivity between siblings

0.09
Rule weight: 0.13
Evidence weight: 0.87
Similarity weight: 0.79
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.31
¬ Remarkable(think, be used to fun)
0.08
Rule weight: 0.13
Evidence weight: 0.80
Similarity weight: 0.79
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.50
¬ Remarkable(remember, requires be still)
0.08
Rule weight: 0.13
Evidence weight: 0.76
Similarity weight: 0.79
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.59
¬ Remarkable(remember, be motivated by forget be inconvenient)
0.07
Rule weight: 0.13
Evidence weight: 0.71
Similarity weight: 0.80
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.71
¬ Remarkable(what, wants to have fun)
0.07
Rule weight: 0.13
Evidence weight: 0.68
Similarity weight: 0.78
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.79
¬ Remarkable(remember, be used to good time)
0.06
Rule weight: 0.13
Evidence weight: 0.63
Similarity weight: 0.76
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.90
¬ Remarkable(remember, requires think very hard)
0.06
Rule weight: 0.13
Evidence weight: 0.61
Similarity weight: 0.77
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.94
¬ Remarkable(remember, be motivated by there something to remember)

Remarkability from parent implausibility

0.29
Rule weight: 0.42
Evidence weight: 0.91
Similarity weight: 0.76
Evidence: 0.47
Plausible(everything, be intricate if you look close enough)
Evidence: 0.41
Remarkable(thing, be useless but still enjoyable)
Evidence: 0.30
¬ Plausible(thing, be useless but still enjoyable)

Remarkability from sibling implausibility

0.47
Rule weight: 0.60
Evidence weight: 0.99
Similarity weight: 0.80
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.71
Remarkable(what, wants to have fun)
Evidence: 0.06
¬ Plausible(what, wants to have fun)
0.46
Rule weight: 0.60
Evidence weight: 0.97
Similarity weight: 0.79
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.59
Remarkable(remember, be motivated by forget be inconvenient)
Evidence: 0.09
¬ Plausible(remember, be motivated by forget be inconvenient)
0.45
Rule weight: 0.60
Evidence weight: 0.96
Similarity weight: 0.77
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.94
Remarkable(remember, be motivated by there something to remember)
Evidence: 0.95
¬ Plausible(remember, be motivated by there something to remember)
0.45
Rule weight: 0.60
Evidence weight: 0.94
Similarity weight: 0.79
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.31
Remarkable(think, be used to fun)
Evidence: 0.12
¬ Plausible(think, be used to fun)
0.43
Rule weight: 0.60
Evidence weight: 0.95
Similarity weight: 0.76
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.90
Remarkable(remember, requires think very hard)
Evidence: 0.69
¬ Plausible(remember, requires think very hard)
0.43
Rule weight: 0.60
Evidence weight: 0.91
Similarity weight: 0.78
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.79
Remarkable(remember, be used to good time)
Evidence: 0.57
¬ Plausible(remember, be used to good time)
0.39
Rule weight: 0.60
Evidence weight: 0.82
Similarity weight: 0.79
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.50
Remarkable(remember, requires be still)
Evidence: 0.52
¬ Plausible(remember, requires be still)

Salient implies Plausible

0.15
Rule weight: 0.28
Evidence weight: 0.54
Similarity weight: 1.00
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.66
¬ Salient(thing, be useless but still enjoyable)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.94
Similarity weight: 1.00
Evidence: 0.66
Salient(thing, be useless but still enjoyable)
Evidence: 0.42
¬ Typical(thing, be useless but still enjoyable)
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)

Typical implies Plausible

0.34
Rule weight: 0.48
Evidence weight: 0.71
Similarity weight: 1.00
Evidence: 0.30
Plausible(thing, be useless but still enjoyable)
Evidence: 0.42
¬ Typical(thing, be useless but still enjoyable)

Typicality and Rermarkability incompatibility between a parent and a child

0.34
Rule weight: 0.51
Evidence weight: 0.89
Similarity weight: 0.76
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.27
¬ Typical(everything, be intricate if you look close enough)

Typicality and Rermarkability incompatibility between siblings

0.10
Rule weight: 0.14
Evidence weight: 0.99
Similarity weight: 0.77
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.03
¬ Typical(remember, be motivated by there something to remember)
0.10
Rule weight: 0.14
Evidence weight: 0.95
Similarity weight: 0.76
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.13
¬ Typical(remember, requires think very hard)
0.10
Rule weight: 0.14
Evidence weight: 0.91
Similarity weight: 0.78
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.22
¬ Typical(remember, be used to good time)
0.09
Rule weight: 0.14
Evidence weight: 0.87
Similarity weight: 0.79
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.31
¬ Typical(remember, requires be still)
0.08
Rule weight: 0.14
Evidence weight: 0.74
Similarity weight: 0.80
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.64
¬ Typical(what, wants to have fun)
0.08
Rule weight: 0.14
Evidence weight: 0.71
Similarity weight: 0.79
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.71
¬ Typical(remember, be motivated by forget be inconvenient)
0.07
Rule weight: 0.14
Evidence weight: 0.67
Similarity weight: 0.79
Evidence: 0.41
¬ Remarkable(thing, be useless but still enjoyable)
Evidence: 0.81
¬ Typical(think, be used to fun)

Typicality inheritance from parent to child

0.31
Rule weight: 0.48
Evidence weight: 0.84
Similarity weight: 0.76
Evidence: 0.42
Typical(thing, be useless but still enjoyable)
Evidence: 0.27
¬ Typical(everything, be intricate if you look close enough)