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ad-hockery: /adˇhok'@rˇee/, 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.
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