In imperfect information games (like SC2) the outcome prediction implicitly takes into account the unknown.
Given what it has observed and what it has
not observed, it is essentially comparing the present state to similar situations from the past.
You can see this in the replay-- at seemingly random times, its outcome prediction jumps up, even when it hasn't had any interaction with its opponent.
But that's precisely why it's going up-- it notices that its opponent has not executed a faster rush or cheese that it's unprepared for, hasn't expanded early, and the scout has not been destroyed.
Similarly, after having won a fight, the worst thing that could happen is that a bigger force emerge from your opponents base, destroying your army and giving them a chance to rebuild.
When that does not happen, you know that your opponent probably doesn't have such an army (because otherwise they are falling behind in resources due to being bottled up).
Either way, after a certain point it's worthwhile to press on to cause more damage, because you're now far enough ahead in resources that you will win regardless if they manage to repel that particular attack.