Created TicTacToe class that will basically be a whole game I think.

Layed out some basic categories of info we may want to keep in mind.
Currently thinking of the board as a set of boxes addressed 1-9.
They are categorized into edges, corners, and center, and contained in rows, columns, and/or diagonals that form sets of winnign combinations.
created very basic ascii game board to display, at least for now for testing
cycles through player turns, each time marking their respective X or O on the board but nothing more
make sure that there whatever the player picks to mark is a valid and available spot.
outlined a few basic functions that would evaluate something we would want to know every turn:
1) is the game over / is there a winner or tie?
2) Is anyone a move a way from winning the game?
3) Does someone have the opportunity to create a fork?
4) mark the stats of the possible winning combinations (each winnable row, column, or diagonal) - to help assess 1), 2), and 3).
filled in the markRDCs function to keep track of status of possible winning combos
just removed a pointless test/debug printout line
filled in gameOver function -> evaluates if the board has a winner or if there is currently a tie.  if one of the above, announces result and exits program.  Otherwise the game goes on.
Removed a testing/debug printout line.  Elaborated
on the instructions for choosing one's next move.
Filled in evalDanger: function that notifies whether or not
a player is one box away from winning / whether or not a possible winning combo
is one box away from being completed.
Filled in evalForkability: function that recognizes whether or not
a player has the opportunity to create a forking situation, whereby
he then has two avenues of winning.  The next player may block one row/column/diagonal,
but the other one will still be wide open.
eliminated redundant printing of forkable moves.  now we don't print the same forking notability more than once
removed debug/test printout line
more elaborate instructions to players for picking next move
merged 0.2 branch
started counting # of full turns into the game we are.  Useful for upcoming AI strategizing.
added prompt to let human choose sides, then deduces if AI is X or O.  Beginning of human vs. computer setup
began implementing AI vs. human dynamic.  If it's AI's turn, it calls bestMove function.
Otherwise it human player gets prompted for what move to make.  Currently bestMove is just a dummy that picks the first available squares
just added a few comments to help brainstorm AI strategizing plan of attack
Developed bestMove function a little bit.  Now checks if AI can win and, if so, takes the first winning box.
Otherwise, checks if human opponent might win on his next turn.  If so, move to block that by taking his potentially winning box.
If neither of those, for now at least, just take the first available square.