ad-hockery: /ad-hok'*r-ee/ n. [Purdue] 1. Gratuitous
assumptions made inside certain programs, esp. expert systems, which
lead to the appearance of semi-intelligent behavior but are in fact
entirely arbitrary. For example, fuzzy-matching of input tokens
that might be typing errors against a symbol table can make it look
as though a program knows how to spell. 2. Special-case code to
cope with some awkward input that would otherwise cause a program to
choke, presuming normal inputs are dealt with in some cleaner and
more regular way. Also called `ad-hackery', `ad-hocity'
(/ad-hos'*-tee/), `ad-crockery'. See also ELIZA effect.