\section{Setup and Results} \label{sec:setup} This section introduces the \emph{language generation with replay} framework, formalizes the key notions of \emph{generatability with replay}, and informally states our main results for each such notion. \looseness=-1 \subsection{Problem Setup} \label{subsec:setup} Let \(\cX\) be a countable domain and let \(\cH \subseteq \{0,1\}^{\cX}\) be a binary hypothesis class. For \(h\in\cH\), write \(\supp{h}\coloneqq \{x\in\cX : h(x)=1\}\). As a concrete instantiation, the domain \(\cX\) may be taken to be the set of all tokens, or of all finite strings over a finite alphabet, with each hypothesis \(h\) representing the language consisting of the strings in \(\supp{h}\). Throughout, we assume \(\supp{h}\) is infinite for every \(h\in\cH\), since the goal is to output infinitely many distinct valid elements. This is often called the \textit{uniformly unbounded support}~(UUS) property~\citep{li2024generation}. \looseness=-1 Our starting point is the language generation game introduced by \citet{kleinberg2024language}. The game proceeds over infinitely many rounds between an adversary and a (possibly computationally unbounded) \emph{generator}, defined as a function \(\cG\) that maps each finite sequence \(x_{1:t} \coloneqq \br{x_1,\ldots,x_t} \in \cX^t\) to an output \(o_t \coloneqq \cG(x_{1:t}) \in \cX\). At the start of the game, the adversary fixes a hidden target \(h^\star\in\cH\). In each round \(t\), the adversary reveals an example \(x_t\in\supp{h^\star}\), and the generator outputs \(o_t=\cG(x_{1:t})\). The generator \emph{succeeds} if there exists a time \(t^\star \in \bN\) such that for all \(t\ge t^\star\), \( o_t \in \supp{h^\star}\setminus\bc{x_1,\dots,x_t} \). That is, the generator must eventually only output elements that are both \emph{valid} and \emph{novel}. No restriction is imposed on outputs before \(t^\star\).\looseness=-1 Different notions of generatability arise by varying what the success time \(t^\star\) is allowed to depend upon. Under \emph{uniform} generatability~\citep{kleinberg2024language}, \(t^\star\) must be fixed across all \(h \in \cH\); under \emph{non-uniform} generatability~\citep{li2024generation}, it may depend on the particular target hypothesis \(h^\star\); and under generatability \emph{in the limit}~\citep{kleinberg2024language}, it may further depend on the specific sequence \(\br{x_t}_{t \geq 1}\). For reference, relevant definitions and results from the standard setting are summarized in Appendix~\ref{app:overview-generation}; in particular, \Cref{tab:notions} contrasts the above three notions of generatability. In this work, we introduce a minimal modification to the standard language generation game to capture the recursive feedback dynamics at the core of model collapse. While in the standard setting the adversary must reveal \(x_t\in\supp{h^\star}\) in every round, in our replay setting the adversary may also reveal previous generator outputs, potentially including invalid/hallucinated ones. We refer to this variant of the standard language generation game as \emph{language generation with replay}. \looseness=-1 \gamebox{Language Generation with Replay}{% \setlength{\baselineskip}{15pt}% \textbf{Setup.} Hypothesis class $\cH\subseteq\bc{0,1}^{\cX}$ satisfying the UUS property.\\ \textbf{Game.} The adversary secretly picks $h^\star\in\cH$.\\ For $t=1,2,\dots$ \begin{enumerate}[label=(\roman*), nosep] \item The adversary reveals an example \(x_t\) such that \(x_t\in\supp{h^\star} \cup \bc{o_s\colon s