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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 against 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.