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Petrovich: The Pavlovian Programming Language
Languages Post #3475, on Jul 29, 2021 in TG

Petrovich: The Pavlovian Programming Language

Why is this Languages meme funny?

Level 1: Training a Puppy

Imagine you are trying to teach a puppy to do a new trick, like fetch your slippers. You can’t just explain to the puppy in words exactly what to do. Instead, you let the puppy try things and guide it. Maybe the puppy runs to the kitchen or bites a toy instead. Whenever it does something wrong, you say “No!” in a firm voice (that’s the punishment). Whenever it does something right – like even just goes near the slippers or picks one up – you cheer and give it a treat (that’s the reward). Over time, the puppy figures out, “Aha, when I grab the slippers and bring them here, I get a treat! When I do other stuff, I get nothing or scolded.” Eventually, the puppy learns the trick by understanding what makes you happy.

This meme jokes that programming a computer could work the same way. Normally, when we program a computer, we have to tell it exactly what to do, step by step. But in this silly scenario, we’d just say to the computer “do something” and then give feedback. If the computer does the wrong thing, we “punish” it (not physically, of course – just a signal to say “that was wrong”). If it does the right thing, we “reward” it (a signal meaning “good job!”). The idea is the computer would learn from this, just like a pet would. The name Petrovich is a clue here because it refers to Ivan Pavlov, a scientist who famously showed how animals can be trained with rewards and cues. So it’s like we’re treating the computer as a little dog that we train.

It’s funny because we don’t expect to train computers with treats and scoldings! We expect to program them with code. Mixing these two worlds – pet training and coding – makes an absurd and cute picture. Picture telling your laptop “do something with this file” and if it misbehaves, you shake your finger at it, and if it does well, you give it a digital pat on the head. 😄 It’s such a silly idea that it makes people laugh. The humor also comes from imagining how unpredictable that computer would be at first (just like a mischievous puppy getting into trouble). Eventually it might learn to do what you want, but what a process that would be! By presenting this scenario as if it’s a serious new programming language, the meme is playfully poking fun at both how we train AIs and how we sometimes wish our computers could just “get it” without detailed instructions. In the end, it’s like saying: “What if coding were as easy (or as chaotic) as teaching a dog new tricks?” The idea is so out-there that it makes us smile.

Level 2: Carrot-and-Stick Coding

This meme is about a fictional programming language called Petrovich that operates on a very unusual principle: you program it by giving rewards and punishments rather than detailed instructions. The name Petrovich is a reference to Ivan Petrovich Pavlov – the scientist famous for training dogs to drool when a bell rang (because they expected food). Essentially, Pavlov showed that you could condition an animal’s behavior through repeated experiences. Petrovich (the language) applies that idea to software: it’s as if you “train” your computer to do tasks, rather than programming it in the normal way.

Let’s break down how Petrovich is said to work. The language has only four commands, which is extremely few compared to any real programming language. They are:

  • do something – This tells Petrovich to attempt some action. It’s very vague; you’re not specifying what you want, you’re just prompting the system to act. The system (presumably some AI under the hood) will decide on an action to take. Maybe it opens a file, maybe it calculates a number, who knows – it will do something on its own initiative.
  • do something with <file> – This is slightly more specific: you give it a file name, and Petrovich will try to do an action involving that file. For example, if you say do something with report.pdf, Petrovich might try to open the PDF, or convert it, or print it. It’s like giving a hint: “here’s a thing, do something to it,” but you’re not telling it exactly what.
  • reward – This is how you give positive feedback. If Petrovich’s last action was useful or correct (i.e., it did what you hoped it would do), you type reward. This is like saying “Good job, that’s what I wanted.” Petrovich will take note that whatever action it just did was “rewarded,” so it should do that action more often or remember that it was on the right track.
  • punish – This is the negative feedback. If Petrovich did something wrong or unhelpful, you type punish. Essentially you’re telling it “That was not right, don’t do that again.” The system will learn to avoid the action that led to a punishment.

So how do these pieces fit together? Suppose you want Petrovich to, say, open a text file called notes.txt. You might start by entering do something with notes.txt. Since the system isn’t told what to do, it has to guess. The first guess might be wrong (maybe it deletes the file or renames it, something you didn’t want). You then give it the punish command to indicate “Nope, that wasn’t what I wanted.” The next time you try do something with notes.txt, Petrovich will try a different approach (because it got punished last time for whatever it did first). Let’s say this time it successfully opens the file in a text editor. That’s what you wanted! So you type reward to tell Petrovich “Yes, that action was correct.” From then on, Petrovich has “learned” that when asked to do something with a .txt file, opening it is a good action that makes the user happy (reward), and perhaps that deleting it was a bad action (punishment). Over many interactions like this, Petrovich would build up knowledge of what actions are preferred in response to certain commands or contexts. In effect, you’re programming by feedback instead of by explicit code. This kind of learning-by-feedback is exactly how reinforcement learning algorithms in AI work. An AI agent tries an action in a given situation and gets a reward or penalty. Over time, the agent figures out how to maximize rewards and minimize penalties. Petrovich is like a simple, humorous caricature of that idea, turned into a “programming language.” It even jokes that the system will “adapt to user feedback in an intelligent manner,” which is basically describing a learning loop.

For comparison, in a normal programming scenario, if you want to open a file, you’d write code like open("notes.txt") in Python or use a command like xdg-open notes.txt in a shell. You have to know and specify the exact action. There’s no ambiguity – the computer does exactly what you wrote. In Petrovich’s imagined world, you would instead just indicate your general desire (do something with notes.txt) and then guide the computer by saying “yes, that was right” or “no, that was wrong” until it figures it out. It’s a bit like interactive programming, where you and the computer are in a dialog. Petrovich’s documentation even notes that it’s usually used in an interactive mode, which fits the idea that you’d be sitting there entering these commands step by step and observing what happens. They mention a “scripted version” is available but only for advanced users, likely because scripting a series of do, reward, punish commands would be a convoluted way to do what a normal program could do directly — this hint itself is part of the joke.

Because this meme appears as a screenshot of documentation with sections and bullet points, it clearly parodies how programming languages are normally introduced. The Introduction claims it’s not just a language but a whole “operating system and program development environment,” which is an exaggerated boast. (Real programming languages sometimes come with their ecosystem or standard library, but rarely do they call themselves an operating system unless we’re talking about something like Smalltalk or certain specialized systems.) This grand claim sets the stage that Petrovich is meant to be seen as revolutionary. The truth is, no mainstream programming language works on pure rewards and punishments – that would be impractical in real life – so we immediately understand this is a satirical concept. If you’re a newer developer, it helps to know that in machine learning circles, people often joke about “rewarding the model” or “punishing the model” during training (not literally of course, it’s just adjusting numbers). This meme takes that jargon and imagines if a developer had to do it manually as the way to write programs. It’s an amusing thought because it flips the typical programmer-computer relationship. Normally, the programmer is in full control, telling the machine each step. Here, the machine is almost like a little pet that you have to coax into doing the right thing.

The reference to Pavlov (and naming the language after him, indirectly) is a big clue to the joke. Pavlov’s idea of conditioning is all about repeated feedback shaping behavior. Similarly, reinforcement in computing means the software is adjusting based on positive or negative feedback. That’s why we categorize this under AI humor and MachineLearningHumor – it’s playing on concepts from AI in a goofy way. It’s also tagged as LanguageQuirks because this fake language breaks all the normal rules of how a programming language works, for the sake of humor. Anyone reading those commands can tell this isn’t a serious tool; it’s making fun of something. And indeed, it’s partly poking fun at how at times in tech, people ambitiously claim their system “learns naturally” or “adapts to the user” (which real systems do, but usually through complex behind-the-scenes algorithms, not via literal user-typed reward commands!).

If you’re a junior developer or just someone learning about programming, it might help to know that there have been other joke or experimental languages somewhat like this in spirit. For example, an esoteric language called Brainfuck uses a minimal set of symbols to perform operations, which is mainly made as a puzzle for programmers. Petrovich isn’t real, but if it were, it would belong to this esoteric realm — a language created not to solve problems practically, but to turn programming concepts upside-down and make you chuckle (and maybe think). The way the Petrovich documentation is written mimics sincerity (it reads like a genuine manual) which is common in satirical tech writings. This contrast makes it funny: it’s treating a crazy idea with a completely straight face. So in summary, Petrovich’s “reward-based programming” concept is intentionally bizarre. It’s educating the reader about how reinforcement learning works (in a roundabout way) while joking that perhaps we need such drastic new language ideas because “all the cool language names are taken” and maybe all the conventional approaches are used up too. It’s a lighthearted poke at both the difficulty of naming new tech and the ever-growing influence of AI concepts in the developer world.

Level 3: Trial-and-Error Programming

For the seasoned developer (especially one dabbling in AI/ML), this meme hits a sweet spot of absurdity. It’s framed like a formal documentation page – with sections for Introduction, Design Principles, Language Concepts, and Commands – which gives it a dry, serious tone. That straight-faced presentation makes the underlying idea even funnier: a programming language that you don’t really program, you train it like you would train a pet or an RL agent. The humor emerges from the contrast between the familiar structure of a language spec and the completely unconventional content. The Introduction proudly proclaims Petrovich is “more than just a programming language, it is a complete operating system and program development environment.” This over-the-top claim parodies how new technologies sometimes over-market themselves. (It brings to mind jokes like “Emacs is a great operating system, it just lacks a good editor,” or how some language ecosystems become so extensive they’re practically their own OS.) Here, imagining an entire OS based on reinforcement learning is hilariously terrifying – as if every aspect of your computer might start behaving unpredictably until sufficiently trained. The Design Principles listed (Provide an operating system and language that learn and improve naturally; Adapt to user feedback intelligently) sound plausible at first glance – who wouldn’t want software that gets better with use? – but an experienced dev can read between the lines: this is basically describing a system that does whatever, then tweaks itself based on user reactions. In other words, it’s a blueprint for trial-and-error at every level of computing. We usually try to eliminate unpredictable trial-and-error in production systems; Petrovich makes it a core feature. That is the joke: it’s a complete inversion of best practices (where we strive for deterministic, tested code) into a kind of wild interactive experiment every time you run a command.

The language’s concept of “rewards and punishments” is a direct lampoon of reinforcement learning, and any developer who’s seen an AI agent train can appreciate it. We know that in machine learning, especially reinforcement learning, it can take thousands of trials for an agent to start doing something useful. The meme plays on that: imagine if coding required you to run a program and then sit there saying “good job” or “bad job” repeatedly until the program eventually figures out what you wanted it to do! It’s software development crossed with pet training. There’s an implicit nod here to how programming sometimes feels in real life. Many of us have been in that debugging loop: run the code, see a weird behavior, tweak something (slight punishment to the previous approach), run again, repeat until it works (then reward ourselves with a commit or a coffee). Petrovich just formalizes that human experience into actual language commands: reward and punish as first-class operations. A seasoned dev can laugh at the familiarity of the process while recognizing the ridiculousness of making it the official interface for coding. It’s a classic case of “it’s funny because it’s true… sort of.” We don’t literally type punish when a function misbehaves, but who hasn’t wanted to bonk their computer when an experiment fails? 😅

Another aspect that will make experienced programmers smirk is the minimalism and ambiguity of Petrovich’s commands. There are only four commands in total, and the two main ones are outrageously vague: do something and do something with <file>. This is reminiscent of esoteric programming languages that intentionally have very few commands or a strange interface. For instance, the infamous esolang Brainfuck has only 8 single-character commands, yet it’s technically Turing-complete (and a nightmare to actually use). Petrovich one-ups that joke by having an even simpler surface syntax – basically one generic verb phrase – and pushing all the complexity into the runtime’s learned behavior. It’s as if someone looked at minimalist languages and thought: “Hold my beer, I can make it even simpler: one command that just says ‘do the thing’ and I’ll figure out the rest later!” The catch, of course, is that figuring out the rest is a huge problem pushed onto this poor Petrovich AI. The meme is making fun of the idea of abstracting away everything. Seasoned devs appreciate powerful abstractions, but “do something” is abstraction to the point of absurdity. (It’s akin to telling a junior developer, “just write the program to do the task” with no further direction – not very helpful!)

Let’s talk about that naming joke, too. In the introduction, the author quips: “I would have called the language 'Pavlov', but it seems all the cool names for languages have already been used by someone else.” Naming is a notorious pain in software development (there’s that classic joke: the two hardest problems in computer science are cache invalidation, naming things, and off-by-one errors). By 2021, we’ve seen languages named after animals (Python, Go), precious materials (Ruby, Crystal), scientists (Ada, Haskell), and more. So the meme facetiously suggests that even Pavlov as a name was taken (or at least too obvious), leading them to pick “Petrovich.” Petrovich is actually Pavlov’s patronymic (middle name), not something you’d normally use – which adds to the silliness. It’s like saying “all the flashy names are gone, so here’s a slightly awkward one.” This line resonates with experienced devs because we’ve all seen some pretty out-there names for new libraries and languages as creators scramble to find something unique. Plus, for the AI folks, naming a learning-based language after Pavlov is chef’s kiss clever, so the fact they jokingly settle for Petrovich instead is just extra garnish on the joke.

Now imagine being an actual user of Petrovich. The Commands section implies you’d be in an interactive session (a REPL of sorts) entering things like do something and then judging the outcome. For a concrete mental image: say you want Petrovich to open a file called important_data.txt. In a normal shell or language, you’d type an explicit command (open important_data.txt or similar). In Petrovich, you’d try this:

> do something with important_data.txt
Petrovich: *deletes the file*  😱
> punish
Petrovich: (oops, note to self: deleting that file was bad)
> do something with important_data.txt
Petrovich: *creates a new empty important_data.txt (thinking you wanted a fresh file)* 
> punish
Petrovich: (okay, creating empty file wasn’t it either)
> do something with important_data.txt
Petrovich: *opens the file in editor this time*
> reward
Petrovich: *happy beep* (will remember that opening is good!)

In this little hypothetical session, you can see the chaos inherent in this system. The language doesn’t know what “something” should be, so it might try anything: deleting the file, creating a new one, printing its contents, emailing it to your boss… who knows! You, as the user, have to immediately react: if it did something bad (like our first attempt where it deleted the file), you call punish – essentially yelling “No, bad computer!” If it does what you want (opens the file), you reward it – “Good job!” Over time (many such cycles), Petrovich would gradually learn that for the command “do something with important_data.txt,” the action “open the file” tends to get rewarded, whereas other actions lead to punishment. So next time, it should go straight to opening the file (fingers crossed). This trial-and-error programming style is both hilarious and horrifying to an experienced developer. It’s funny because we’re personifying the computer as this eager-to-please but clueless entity that has to be guided with positive or negative reinforcement. But it’s also the stuff of nightmares: imagine if your code had to be trained not to drop the production database by you saying “bad code!” after the fact. 😅

Within the AI/ML humor realm, this scenario is golden. It pokes fun at the reality of training AI models – often a long, finicky process of tuning and feedback – by suggesting we do that for everyday programming. It satirizes the current hype where people say “AI will write code for you.” Well, here the AI is writing code (or performing actions) for you, but you’re essentially pair-programming with a very forgetful intern who only learns through repetitive rewards and punishments. There’s also a wink at language design quirks. We’ve seen languages built around wacky concepts (like one where programs are crafted as Shakespearean plays, or ones that only use whitespace characters as syntax). Petrovich joins this satirical pantheon by proposing a language that doesn’t have syntax for logic or loops or conditionals at all – it just has an interactive feedback loop. The specification itself is a satire: it reads like a serious manual, but every line is a setup for some inside joke about AI or programming. For example, the mention that a scripted mode is “recommended only for advanced users” implies that if you’re hardcore, you’d actually write a script of do something / reward calls – which is ironically what real code is (a predetermined sequence of operations)! It’s poking fun at the idea that if you go “advanced” with Petrovich, you end up reinventing actual programming, defeating the whole gimmick.

In essence, an experienced reader sees Petrovich as a hilarious thought experiment: What if programming were like training a dog? The meme stands out because it merges two very different worlds: the exact, logical world of programming languages, and the probabilistic, feedback-driven world of machine learning and animal training. It’s a commentary on both. And admittedly, it’s the kind of thing you’d half-expect to see as an April Fool’s tech proposal on GitHub or an academic joke in a conference — a satirical language spec that’s entertaining but also strangely thought-provoking. After all, we do increasingly talk about AI that improves with user feedback; Petrovich just strips it down to a comically literal implementation. By appealing to shared knowledge of Pavlov, RL algorithms, and the daily grind of debugging, this meme gives tech veterans a lot to chuckle about (and maybe a tiny part of them wonders, “hmm, could that actually work?” before common sense kicks back in!).

Level 4: Pavlovian Programming

On a deep technical level, Petrovich is a tongue-in-cheek take on applying reinforcement learning principles to programming language design. In reinforcement learning (a subfield of AI/ML), an agent interacts with an environment, takes certain actions, and receives feedback in the form of rewards or punishments. Here, Petrovich casts the computer as the agent and the programmer as the environment’s feedback provider. Each time you issue do something or do something with <file>, you’re letting the system choose an action. The subsequent reward or punish command supplies the scalar feedback signal. Formally speaking, you could imagine the Petrovich runtime as implementing a Markov Decision Process (MDP) where each state is “the current situation and context of the system,” each action is whatever hidden operation Petrovich decides to try, and the reward function is defined by the user’s explicit approval or disapproval. Over many iterations, an ideal RL agent would adjust its internal policy to maximize the cumulative reward (and avoid punishment). In theory, Petrovich would gradually learn the “correct” behavior for a given command sequence—essentially writing its own program through trial-and-error. This is a wild departure from how programming languages normally work (where instructions are explicitly coded), and it brings up neat theoretical questions: Could a programming model rely on emergent behavior learned from feedback rather than fixed semantics? Petrovich’s joke is that it does exactly that, making the programmer’s role more akin to a reward function designer than an author of algorithms.

The meme’s reference to Ivan Petrovich Pavlov hints at the psychological foundation behind the humor. Pavlov’s famous experiments demonstrated classical conditioning: training dogs to associate a neutral stimulus (a bell sound) with a reward (food) until the stimulus alone triggered the response (salivation). Petrovich’s design actually aligns more with operant conditioning, pioneered by B.F. Skinner, where behaviors are shaped by consequences (reinforcements or punishments). The language’s name choice is telling: Pavlov’s surname was already a cool choice (implying “Pavlov’s programming”), but since “all the cool names have been used,” they humorously choose Petrovich (Pavlov’s middle name) instead. This playful nod encapsulates the conditioning theme—Petrovich code is meant to learn to behave in certain ways based on user feedback, much like Pavlov’s dogs learned to drool at the bell. On a technical level, it’s drawing on the same idea as reinforcement algorithms: adjust the system’s internal parameters so that actions leading to punishment are suppressed, and actions leading to reward are reinforced. In academic terms, one might imagine Petrovich internally updating a policy $\pi(a|s)$ or a Q-value for state-action pairs whenever you reward/punish, somewhat akin to the Bellman equation updates in Q-learning (though the specifics are left hilariously undefined). It’s a clever satire because it juxtaposes a rigorous machine learning concept with the typically rigid world of programming language syntax.

From a programming language theory perspective, Petrovich poses an absurd scenario that nonetheless tickles the imagination. Traditional languages have a fixed semantic: the meaning of each construct is precisely determined (a for loop does what the spec says, every time). Petrovich, in contrast, has adaptive semantics – the meaning of do something isn’t fixed at all; it’s whatever action the system has learned to perform in response. This blurs the line between programming and training a model. In fact, it hints at automated program synthesis or self-modifying code, topics that have been explored in research. For example, there’s work on genetic programming where programs evolve over generations with mutation and selection (somewhat analogous to iterative reward feedback). There are also JIT (just-in-time) compilers and adaptive optimizers that tune code at runtime based on profiling, albeit not through explicit “rewards” but through performance heuristics. Petrovich exaggerates these ideas to a comical extreme: instead of optimizing a known program, it’s creating the program behavior on the fly via interactive feedback. The theoretical implications are both fascinating and chaotic. In an abstract sense, such a system could eventually learn to solve tasks without being explicitly programmed for them, which is a dream of AI – but it also raises the specter of unpredictability. A reinforcement-based programming language would be notoriously hard to formally verify or reason about (since its behavior isn’t static but history-dependent). The meme knowingly winks at this complexity: the Design Principles listed (“learn and improve in a natural manner,” “adapt to user feedback intelligently”) read like ambitious research goals in AI. By presenting them as if they were straightforward language features, it satirizes the gap between lofty AI aspirations and the concrete, deterministic world of real programming. In short, this “Pavlovian programming” concept is a nerdy treasure trove: it parodies machine learning’s core theoretical models by imagining a coding experience that’s essentially one giant reinforcement loop.

Description

The image is a screenshot of what appears to be the documentation for a fictional programming language and operating system called 'Petrovich'. The document is styled with a clean, white background and black serif font for the body text. The introduction explains that the system is named after Ivan Petrovich Pavlov, the scientist known for demonstrating conditional responses in dogs. The 'Design Principles' state that the system should learn and adapt to user feedback. The core of the joke is in the 'Language Concepts' and 'Commands' sections. The language works on a system of 'rewards and punishments' where the user can issue 'reward' and 'punish' commands to influence its behavior. The other two commands are the hilariously vague 'do something' and 'do something with <file>'. This is a sophisticated parody of machine learning, AI, and programming language design, satirizing the concept of 'intelligent' systems by framing them in the absurdly simplistic model of training a pet

Comments

22
Anonymous ★ Top Pick I tried to use Petrovich, but after one 'punish' command for a memory leak, it developed a deep-seated fear of pointers and now just sits in the corner whimpering 'segmentation fault'
  1. Anonymous ★ Top Pick

    I tried to use Petrovich, but after one 'punish' command for a memory leak, it developed a deep-seated fear of pointers and now just sits in the corner whimpering 'segmentation fault'

  2. Anonymous

    Petrovich’s API - do, do-with-file, reward, punish - pretty much mirrors our prod routine: deploy, deploy-with-secrets, high-five when the SLOs hold, pager-duty symphony when they don’t

  3. Anonymous

    Finally, a programming language that captures the essence of every code review I've ever conducted: desperately trying to train junior developers through a careful balance of positive reinforcement and barely suppressed screams

  4. Anonymous

    Finally, a programming language that captures the true developer experience: you reward it when it compiles successfully and punish it when it segfaults, hoping it learns to behave better. Though in practice, most production systems already implement this pattern - we just call it 'incident response' and 'on-call rotation.' The real genius is that Petrovich adapts to avoid punishment, unlike our legacy codebases which seem to actively seek it out

  5. Anonymous

    Petrovich: the monolith where Lisp kernels ship with Shakespearean macros, because your microservices needed a thespian origin story

  6. Anonymous

    Finally, a language that mirrors enterprise delivery: call do_something, then spend two quarters tuning the reward function via Jira metrics and PagerDuty until the runtime learns that not paging me at 03:00 is the only acceptable output

  7. Anonymous

    Petrovich bakes reward() and punish() into the language; we already had that - it’s called the canary pipeline: deploy, watch SLOs, reward with full rollout, punish with rollback

  8. @PatiHox 4y

    train your code like a dog!

  9. @Daler_XYZ 4y

    Hyevich, sorry for my France, do not ban me Admin, my English is not good, but I study

    1. @SemakMillev 4y

      Punish

      1. @nkormakov 4y

        reward

  10. @viktorrozenko 4y

    Wait, so it's a neural net with supervised learning that attempts to do something

  11. @viktorrozenko 4y

    Like at random and then

  12. @viktorrozenko 4y

    Looks at rewards and punishments

  13. @viktorrozenko 4y

    ...

  14. @viktorrozenko 4y

    Interesting

  15. Deleted Account 4y

    Scary

  16. @sylfn 4y

    How to write hello world in it?

    1. @beton_kruglosu_totchno 4y

      do bark

      1. @Vo_6V 4y

        No, do something.

        1. @azizhakberdiev 4y

          Nah. You write code print Hello World And punish until it spells it correct

  17. @ZgGPuo8dZef58K6hxxGVj3Z2 4y

    This is how you train your AI to convert apk files to exe

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