vampire: go for neck

from Quasimodo
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents monster
Weight: 0.69
, film
Weight: 0.63
, creature
Weight: 0.63
, evil
Weight: 0.62
, game
Weight: 0.61
Siblings werewolf
Weight: 0.64
, vamp
Weight: 0.46
, vampire bat
Weight: 0.38
, witch
Weight: 0.35
, komodo dragon
Weight: 0.35

Related properties

Property Similarity
go for neck 1.00
bite neck 0.88

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: 0.94
Similarity weight: 1.00
Evidence: 0.06
Plausible(vampire, go for neck)
Evidence: 0.06
¬ Salient(vampire, go for neck)

Similarity expansion

0.61
Rule weight: 0.85
Evidence weight: 0.81
Similarity weight: 0.88
Evidence: 0.06
Salient(vampire, go for neck)
Evidence: 0.20
¬ Salient(vampire, bite neck)
0.60
Rule weight: 0.85
Evidence weight: 0.80
Similarity weight: 0.88
Evidence: 0.09
Remarkable(vampire, go for neck)
Evidence: 0.22
¬ Remarkable(vampire, bite neck)
0.57
Rule weight: 0.85
Evidence weight: 0.76
Similarity weight: 0.88
Evidence: 0.06
Plausible(vampire, go for neck)
Evidence: 0.26
¬ Plausible(vampire, bite neck)
0.49
Rule weight: 0.85
Evidence weight: 0.65
Similarity weight: 0.88
Evidence: 0.29
Typical(vampire, go for neck)
Evidence: 0.49
¬ Typical(vampire, bite neck)

Typical and Remarkable implies Salient

0.14
Rule weight: 0.14
Evidence weight: 0.98
Similarity weight: 1.00
Evidence: 0.06
Salient(vampire, go for neck)
Evidence: 0.29
¬ Typical(vampire, go for neck)
Evidence: 0.09
¬ Remarkable(vampire, go for neck)

Typical implies Plausible

0.35
Rule weight: 0.48
Evidence weight: 0.73
Similarity weight: 1.00
Evidence: 0.06
Plausible(vampire, go for neck)
Evidence: 0.29
¬ Typical(vampire, go for neck)