ad-hockery
/ad-hok'*r-ee/ [Purdue] n. 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 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.