wrestle: be used to pleasure

from ConceptNet
0.2 0.4 0.6 0.8 Plausible Typical Remarkable Salient

Related concepts

Parents anything
Weight: 0.27
, guy
Weight: 0.14
Siblings play game
Weight: 0.23
, look
Weight: 0.23
, nothing
Weight: 0.23
, everyone
Weight: 0.23
, anyone
Weight: 0.22

Related properties

Property Similarity
be used to pleasure 1.00
be motivated by experience pleasure 0.91
equal pleasure of learn 0.85
be used to enjoyment 0.80
joy life 0.78
causes enjoyment 0.77

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

0.11
Rule weight: 0.13
Evidence weight: 0.96
Similarity weight: 0.85
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.16
¬ Remarkable(nothing, equal pleasure of learn)
0.10
Rule weight: 0.13
Evidence weight: 0.81
Similarity weight: 0.91
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.70
¬ Remarkable(play game, be motivated by experience pleasure)
0.10
Rule weight: 0.13
Evidence weight: 0.93
Similarity weight: 0.78
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.25
¬ Remarkable(anyone, joy life)
0.09
Rule weight: 0.13
Evidence weight: 0.86
Similarity weight: 0.77
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.54
¬ Remarkable(play game, causes enjoyment)
0.09
Rule weight: 0.13
Evidence weight: 0.83
Similarity weight: 0.80
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.65
¬ Remarkable(play game, be used to enjoyment)

Remarkability from sibling implausibility

0.44
Rule weight: 0.60
Evidence weight: 0.81
Similarity weight: 0.91
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.70
Remarkable(play game, be motivated by experience pleasure)
Evidence: 0.80
¬ Plausible(play game, be motivated by experience pleasure)
0.41
Rule weight: 0.60
Evidence weight: 0.87
Similarity weight: 0.78
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.25
Remarkable(anyone, joy life)
Evidence: 0.21
¬ Plausible(anyone, joy life)
0.36
Rule weight: 0.60
Evidence weight: 0.76
Similarity weight: 0.80
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.65
Remarkable(play game, be used to enjoyment)
Evidence: 0.84
¬ Plausible(play game, be used to enjoyment)
0.30
Rule weight: 0.60
Evidence weight: 0.65
Similarity weight: 0.77
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.54
Remarkable(play game, causes enjoyment)
Evidence: 0.95
¬ Plausible(play game, causes enjoyment)
0.24
Rule weight: 0.60
Evidence weight: 0.48
Similarity weight: 0.85
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.16
Remarkable(nothing, equal pleasure of learn)
Evidence: 0.77
¬ Plausible(nothing, equal pleasure of learn)

Salient implies Plausible

0.18
Rule weight: 0.28
Evidence weight: 0.65
Similarity weight: 1.00
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.43
¬ Salient(wrestle, be used to pleasure)

Similarity expansion

0.62
Rule weight: 0.85
Evidence weight: 0.91
Similarity weight: 0.80
Evidence: 0.62
Typical(wrestle, be used to pleasure)
Evidence: 0.23
¬ Typical(wrestle, be used to enjoyment)
0.38
Rule weight: 0.85
Evidence weight: 0.57
Similarity weight: 0.80
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.53
¬ Plausible(wrestle, be used to enjoyment)
0.36
Rule weight: 0.85
Evidence weight: 0.54
Similarity weight: 0.80
Evidence: 0.27
Remarkable(wrestle, be used to pleasure)
Evidence: 0.63
¬ Remarkable(wrestle, be used to enjoyment)
0.34
Rule weight: 0.85
Evidence weight: 0.50
Similarity weight: 0.80
Evidence: 0.43
Salient(wrestle, be used to pleasure)
Evidence: 0.87
¬ Salient(wrestle, be used to enjoyment)

Typical and Remarkable implies Salient

0.13
Rule weight: 0.14
Evidence weight: 0.91
Similarity weight: 1.00
Evidence: 0.43
Salient(wrestle, be used to pleasure)
Evidence: 0.62
¬ Typical(wrestle, be used to pleasure)
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)

Typical implies Plausible

0.24
Rule weight: 0.48
Evidence weight: 0.50
Similarity weight: 1.00
Evidence: 0.19
Plausible(wrestle, be used to pleasure)
Evidence: 0.62
¬ Typical(wrestle, be used to pleasure)

Typicality and Rermarkability incompatibility between siblings

0.12
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 0.91
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.17
¬ Typical(play game, be motivated by experience pleasure)
0.10
Rule weight: 0.14
Evidence weight: 0.96
Similarity weight: 0.80
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.15
¬ Typical(play game, be used to enjoyment)
0.10
Rule weight: 0.14
Evidence weight: 0.94
Similarity weight: 0.77
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.23
¬ Typical(play game, causes enjoyment)
0.10
Rule weight: 0.14
Evidence weight: 0.85
Similarity weight: 0.85
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.57
¬ Typical(nothing, equal pleasure of learn)
0.09
Rule weight: 0.14
Evidence weight: 0.84
Similarity weight: 0.78
Evidence: 0.27
¬ Remarkable(wrestle, be used to pleasure)
Evidence: 0.61
¬ Typical(anyone, joy life)